I statted up Nualia as an anti-paladin (stats provided below). Although she has slightly more hp, smite good and an extra attack from being a full BAB, she is actually less scary than the fighter/cleric version because she loses access to the cleric buff spells and the domain special abilities.
Nualia, Anti-Paladin CR 5
Female Aasimar Antipaladin 6 | CE Medium Outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +1
AC 20, touch 13, flat-footed 19 (+7 armor, +1 Dex, +2 deflection)
hp 66 (6d10+26)
Fort +13, Ref +9, Will +12
Immune disease; Resist acid 5, cold 5, electricity 5
Speed 20 ft.
Melee +1 Adamantine Bastard sword +10/+5 (1d10+4/19-20/x2) or
Claw +4 (1d6+2/x2)
Ranged Masterwork Composite longbow (Str +3) +7/+2 (1d8+3/x3)
Special Attacks smite good (2/day)
Spell-Like Abilities Daylight (1/day), Detect Good (At will)
Antipaladin Spells Prepared (CL 3): 1 (2/day) Command (DC 15), Protection from Good
Before Combat If Nualia suspects combat is imminent, she casts protection from good on herself and drinks a divine favor potion.
During Combat Nualia activates her Sihedron medallion as a free action at the start of combat to gain false life. She prefers to fight with her bastard sword, her face an impassive mask save for her eyes, which blaze with anger. She uses smite good as quickly as possible, preferring to target good-aligned divine casters. If possible, she moves into the hall to the south so that it’s harder to surround her, and so she has an escape route handy, using channeled negative energy to clear a path if needed.
Morale Nualia is loath to abandon her hard work, but if reduced to fewer than 15 hit points, she does just that, reasoning that escape and eventual revenge is better than death at the hands of the PCs. She uses obscuring mist and/or sanctuary to aid her escape, then does her best to flee Thistletop, ordering any surviving minions she encounters to guard her retreat. If she escapes, she ...
Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 18
Base Atk +6; CMB +8; CMD 21
Feats Channel Smite, Lamashtu's Mark (1/day), Exotic Weapon Proficiency (Bastard sword)
Skills Bluff +8, Diplomacy +5, Intimidate +15, Knowledge (religion) +6, Linguistics +1, Perception +1, Sense Motive +8; Languages Celestial, Common, Goblin
SQ antipaladin channel negative energy 3d6 (3/day) (aura of cowardice, aura of evil, channel negative energy, cruelties (fatigued [dc 17], shaken [dc 17]), fiendish boons (fiendish servant iii [2/day]), touch of corruption (3d6) (7/day), unholy resilience
Other Gear +1 Breastplate, +1 Bastard sword, Arrows (20), Masterwork Composite longbow (Str +3), Sihedron medallion, Gold holy symbol, 100 GP of Valuables
Antipaladin Channel Negative Energy 3d6 (3/day) (DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura of Cowardice (Su) Enemies within 10 ft. are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Channel Negative Energy (Su) You can channel negative energy to heal the undead and injure the living.
Channel Smite Channel energy can be delivered through a Smite attack.
Cruelty (Fatigued) (DC 17) (Su) When you use your Touch of Corruption ability, you may also make your target fatigued.
Cruelty (Shaken) (6 rds) (DC 17) (Su) When you use your Touch of Corruption ability, you may also make your target shaken for 1r/Antipaladin level.
Lamashtu's Mark (1/day) 1/day: inflict 1d4 CHA penalty on an opponent you strike.
Smite Good (2/day) (Su) +4 to hit, +6 to damage, +4 deflection bonus to AC when used.
Touch of Corruption (3d6) (7/day) (Su) You can inflict 3d6 damage, 7/day
Nualia, Fighter/Cleric CR5
Female aasimar cleric of Lamashtu 4/fighter 2 (Domains Demon, Ferocity) | CE Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
AC 18, touch 11, flat-footed 17 (+7 armor, +2 deflection, +1 Dex, -2 Fury of the Abyss)
hp 59 (6 HD; 4d8+2d10+26)
Fort +10, Ref +3, Will +8; +1 vs. fear
Defensive Abilities bravery +1; Resist acid 5, cold 5, electricity 5
Speed 30 ft.
Melee +1 bastard sword +10 (1d10+12/19-20), claw +3 (1d6+7) [power attack, fury of the abyss, ferocious strike]
+1 bastard sword +12 (1d10+8/19-20), claw +5 (1d6+5) [fury of the abyss, ferocious strike]
+1 bastard sword +10 (1d10+4/19-20), claw +3 (1d6+1)
Ranged mwk composite longbow +7 (1d8+ 3jx3)
Special Attacks channel negative energy 6/day (DC 15, 2d6), ferocious strike (+2 damage) 6/day, Fury of the Abyss (+2) 6/day, Lamashtu's Mark (DC 16)
Spell-Like Abilities (CL 6th; concentration +9) 1/day daylight
Spells Prepared (CL 4th; concentration +7)
• Bull's Strength (2) +4 Str [already calculated]
• Cat's Grace (2) +4 Dex [already calculated]
• Cure Moderate Wounds (2) Cure 2d8+4 hp
• Shatter (DC 15 Will) 35 ft, 5' radius spread. Sunders single non-magical object
• Divine Favor (1) +1 luck bonus on attack and damage rolls per 3 caster levels.
• Doom (1) (DC 14) 140 ft, for 4 rounds, target is shaken [–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.]
• Obscuring Mist 20 ft radius cloud grants concealment for 4 minutes
• Sanctuary (1) (DC 14 Will negates) Opponents must make Will save to attack. Attack by recipient ends spell
• Shield of Faith (1) +2 deflection to AC for 4 minutes.
• 0 (at will): bleed (DC 13), detect magic, mending, stabilize
Before Combat If Nualia suspects combat is imminent, she casts bull's strength, eat's grace, and shield of faith on herself.
During Combat Nualia activates her Sihedron medallion as a free action at the start of combat to gain false life and casts divine favor. She prefers to fight with her bastard sword, her face an impassive mask save tor her eyes, which blaze with anger. She uses fury of the Abyss on each of the first 6 rounds of combat (these bonuses are included in the slats above), and activates her ferocious strike on the first six successful hits. She saves shatter to use on any weapon that seems to be particularly dangerous in an enemy's hands. It possible, she moves into the hall to the south so that it's harder to surround her, and so she has an escape route handy, using channeled negative energy to clear a path if needed.
Morale Nualia is loath to abandon her hard work, but if reduced to fewer than 15 hit points, she does just that, reasoning that escape and eventual revenge is better than death at the hands of the PCs. She uses obscuring mist andjor sanctuary to aid her escape, then does her best to flee Thistletop, ordering any surviving minions she encounters to guard her retreat. If she escapes, she makes her way to Magnimar to reunite with the Skinsaw Cult-see page 67 tor more details.
Base Statistics Without her prep spells, Nualia's statistics change as follows: AC 16, touch 9, flat-tooted 16; hp 49; Ref +1, Melee +1 bastard sword +8 (1d10+2/19-20), claw +1 (1d6); Ranged mwk composite longbow +5 (1d8+1/x3); Str 12, Dex 8; CMB +6, CMD 15.
Str 16, Dex 12, Con 14, lnt 10, Wis 16, Cha 17
Base Atk +5; CMB +8; CMD 21
Feats Exotic Weapon Proficiency (bastard sword), Lamashtu's Mark, Power Attack, Selective Channeling, Weapon Focus (bastard sword)
Skills Diplomacy +5, Intimidate +12, Knowledge (religion) +8, Linguistics +4, Perception +5
Languages Celestial, Common, Goblin
Gear +1 breastplate, +1 bastard sword, masterwork composite longbow with 20 arrows, Sihedron medallion, gold holy symbol (100 gp), 7 pp, 5 gp
Subdomains Nualia's subdomains grant her unusual abilities. Fury of the Abyss allows her to gain a +2 bonus on melee attacks, melee damage rolls, and combat maneuver checks for 1 round as a swift action, during which round she takes a -2 penalty to her AC. Ferocious strike allows her to gain a +2 bonus on damage rolls with a melee attack up to six times per day.
Inspired by Stranger Tides (the book by Tim Powers), I've decided to make juju magic a theme of my shcakles campaign. Below is a bit of campaign background that I thought others might be interested in.
Not all Golarion souls travel to the Outer Sphere upon death. The souls of ancestor worshippers often linger in the material plane. One of the strangest and most-developed ancestor worship systems is the Juju magic of Garund.
The spirits of Juju initiates stay near the place they died, usually in the ethereal plane. (Incidentally, this is why juju initiates fear dying away from their homeland, particularly at sea.) A few spirits become ghosts, but most lack the ability to manifest. These spirits are called "ombers" or "drogues." A typical omber cannot manifest in the material plane, but may be able to influence the material plane in a small way. For example, many juju sorcerors "cast" spells by invoking a particular omber attached to the sorcerer.
Ombers are not static. An omber that is not fed with sacrifice and veneration, will slowly fade away. Contrariwise, some ombers grow in power and status. The most powerful are known as "wendos" or "loas." These spirits are able to manifest many different effects over long distances. However, wendo are usually willful, requiring very particular rituals to get their attention and help. For example, Baron Samedi likes the colors black and red, and is attracted by smoldering fires. By their very nature, wendo have warped, inhuman personalities.
Wendos tend to be regional, with their power fading over distance. Like humans, wendos often organize themselves into groups, based on their region or theme. Some of the most well-known wendos in the Shackles are listed at the end of this text. The most well-known wendos tend to be powerful, but it can be difficult to capture their attention. Most juju wendifa have a more personal connection with a handful of ombers or lesser wendos.
In practice, Juju tends to be syncretic, incorporating bits and pieces of more established and universal religions into their rites; many juju wendifa even identify wendos with particular gods. However, most organized churches view juju as strictly heretical, and work hard to keep the taint of juju outside the faith. The wendifa say that this is because the distant gods are jealous of souls, and have lost touch with humanity.
One of the distinguishing features of juju magic is the use of fetishes. Juju fetishes are charms with finite lifespans, created for the purpose of aiding or harming the possessor, and bound to a particular omber. Many fetishes take the form of ensorcelled pouches about half the size of a human hand, made of skin or leather and containing bones, vegetable matter, stones, spices, broken pottery, hair, blood, grave dirt, and other such ingredients. The exterior may be dyed, or strange scratches may be worked into the surface. On occasion, some other item may be sewn onto the surface, such as the severed foot of a chicken tied with colored ribbon, or a frog’s leg bone etched with strange patterns.
Well-Known Wendos in the Shackles
Baron Samedi (Lord Saturday). One of the most powerful wendo in the Shackles, Baron Samedi is pictured as a black man in formal clothing (including a tophat) with a skull's head. His concern is death, undeath, and protection from death, as well as lust, lewdness and obscenity. He has no weapon, but is attracted by the colors black and red, by smoldering fires, tobacco, blood and by rum steeped with hot peppers.
Brigette. Brigette is depicted as a woman, often dressed in black, and carrying gold or dice. Her concern money, luck and black magic. She is said to be the wife of Baron Samedi and is very subtle. She has no weapon, but her colors are black, gold and purple. She is attracted by scattering gold dust, dice (either loaded or not), bones and bonemarrow and the sacrifice of black goats or chickens.
Donma Goko. Donma Goko is relatively unusual among the wendo because her location is not a secret. She manifests at Ongongte Overlook on Mgange Cove. Donma is a companion to Mfuello. Her concern is with weather, the sky and travelling over water. Her weapon is a blackened knife. Her colors are black with white or silver decoration, and she is attracted to the ripping of wet, black felt and tarnished silver.
Ezulie. Ezulie is a relatively new wendo, who gained much of her power by tricking and devouring an older female wendo. Her concern is fertility, love and lust, but also deceit, trickery and treachery, and somewhat paradoxically, virginity and purity. She is depicted either as a fat, dark woman with exaggerated sexual characteristics or as a demure, mulatto girl. Her weapon is a tooth. She is attracted by the colors green, red and yellow, by fruits, and acts of sexual congress.
Maitre Carrefor (Master Crossroads). Maitre Carrefour is the master of crossings, gates and obstacles, and by extension the barrier between the material and spirit worlds, as well as the barrier between life and death. Many wendifa invoke him before contacting any other wendo. He is depicted as an old man in a sitting position. His concern is with spirits, magic, planar travel and death. His weapon is a baton, his color is white and he is attracted by intricate, four-sided patterns, opium and incense. Sometimes, he is also associated with elephants.
Mfuello the Journeyer. Mfuello is a powerful but distant wendo originating from the interior of Garund. His primary concern is overland travel, and thus is not often invoked in the Shackles, except in concert with Domma Goku. His weapon is the shortspear, and he is attracted by red and brown dust in alternating lines.
Ogoun. Also known as the warrior. Ogoun is thought of as straightforward and effective. Ogoun is concerned with combat, fire and smithing. His weapon is a machete, cutlass or any other iron weapon and his colors are red, black and gray. He is attracted by lava, volcanoes, rum steeped in gunpowder or charcoal, and blood.
Profonomme (Deep Man) This wendo is always depicted as a drowned man with white skin and empty eyes. He is concerned with ocean depths, storms (especially the Eye of Abendigo), drowning, secrets and lost hopes. Juju sailors will always start a journey by throwing gold or copper overboard at the beginning of a journey. His colors are blue and blue-green, and he is attracted by treasure thrown overboard, especially gold and verdigris copper, empty bottles, and squids or octopus.
Serpe Roy (Snake King). Also known as the wise brother, this is a very powerful but distant wendo originating from the interior of Garund. He is said to be extremely ancient, perhaps even pre-dating the presence of humans in Garund. Serpe Roy is concerned with knowledge, illusion and mind-control. His colors are green or a rainbow of colors. His weapon is the quarterstaff, and he is attracted by snakes, especially by cobras and snakes eating roosters, and poisons.
In my campaign (just starting), I've decided that, in order to avoid passing through the doldrums, the primary mercantile route to Tian Xia lies just west of the Eye of Abendego. Thus, the Shackles lies just off very lucrative trade routes between Cheliax (manufactured goods, arms and armor, other trade goods), Sargava (gold, tobacco, coffee, spices, slaves) and Tian Xia (porcelein, silk, tea, other exotic trade goods).
This is both sensible and justifies a higher presence of Tian Xia natives in the Shackles.
Like a lot of other people, I wasn't very happy with the kingdom building rules presented in Rivers Run Red, so I drew up some alternative rules, presented below.
Complaints and Objectives
* For reasons that have been rehearsed many times, I didn't like the magic item economy.
* More generally, I wasn't happy with the prominent role of cities. The flavor of my campaign is more rural, and I wanted the kingdom building rules to make cities less economically important (while maintaining their administrative and military roles). Also, I wanted to reduce the "fiddly"-ness of the city buildings.
* On the flip side, I wanted to give players a stronger incentive to expand the kingdom by making the kingdom's economy more dependent on claiming and improving new hexes. Hex resources should influence what is available for the kingdom.
* More generally, I found the economy of kingdoms in the basic rules was "upside-down." By the time players are selling magic items, making the economy checks would likely be automatic, while the rest of the economy was very chancy. I think the most basic parts of the economy (timber, metal, stone) should be the most automatic, while the urban mercantile economy should be the most chancy.
* As a GM, I wanted some explicit tools to restrain "out of control" kingdoms, without feeling like it was pure GM fiat. (See "Law of Diminishing Returns" and "Stagnation" below.)
* Finally, I wanted to change some things for pure flavor reasons ("cities" -> "towns" and "claiming hexes" -> "settling hexes").
So my rules presented below. Nicely formatted Microsoft Word version available upon request.
A major part of the Kingmaker Adventure Path is the creation of a kingdom. These rules describe how kingdoms are created and evolve, including the resources, improvements and towns within a kingdom.
Running a kingdom also involves raising, maintaining and leading armies against your kingdom's enemies. Rules for these activities will be provided later, however items presented in these rules are useful to help your kingdom's military.
Kingdom activities are abstracted to occur in four phases, which together represent a month of game time. The four phases are upkeep, improvement, income and events, and are described below.
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 control 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 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. There is no effect for failing by less than 5.
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—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, mines, roads, etc.) are lost and must be rebuilt after the hex is reclaimed. Any towns in that hex are lost and must be annexed if they are to be reclaimed into the kingdom (your GM has rules for re-annexation). Finally, if the kingdom employs a royal executioner or has declared martial law, reduce your total unrest by 1 (or 2 if both) at the end of this phase.
During a kingdom's improvement phase, take the following actions noted below. 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). A PC or NPC can fill no more than one leadership role. Not all leadership roles must to be filled. You can fill the ruler role, the three essential leader roles (treasurer, lord of the commons, marshal), and as many non-essential leader roles as is equal to the ruler's charisma modifier.
Step 2—Settle Hexes: Each hex on the maps of the Stolen Lands measures 12 miles across, and your kingdom must be built hex by hex. To settle 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 settle the hex as part of the kingdom by spending 1 BP. Increase your kingdom's size (and thus its consumption and control DC) by 1 for each hex you settle. 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 town). Settling hexes claimed by other countries may initiate hostilities. You can settle hexes with existing towns or other special features to get an immediate benefit. The size of your kingdom limits how many hexes can be settled each turn; see the Improvements Limits table.
Step 3—Build hex improvements: Hex improvements such as roads, farmlands, logging camps, mines and vineyards have an immediate initial cost but over the long term can pay for the investment handsomely. Towns are a special type of hex improvement that allow you to build town improvements. Town improvements increase your kingdom's economy, loyalty or stability modifiers, or have other special effects. The size of your kingdom limits how many roads, towns and other improvements can be built each turn; see the Improvements Limits table.
Step 4—Laws: Pick or adjust you're your kingdom's laws as you wish.
Kingdom Size Maximum New … Per Month
Hexes Settled Roads Towns Town Improvements Other Hex Improvements
1-10 1 1 1 1 2
11-25 2 2 1 2 4
26-50 3 3 1 3 6
51-100 5 4 1 5 8
101-200 8 6 2 10 12
201+ 15 10 4 No limit 20
During a kingdom's income phase, take the following actions.
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.
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 1d4. In addition, you must make a loyalty check (DC = control DC + number of BP being withdrawn); a failure causes your kingdom to gain additional unrest equal to the total BP withdrawn. Each BP withdrawn in this manner converts into 2,000 gp.
Step 3—Generate Automatic Income: Add the automatic income from your hex and town improvements (making sure you qualify for any prerequisites) and increase your treasury's BP by that amount.
Step 4—Generate Extra Income: Make an economy check against your control DC at the end of your income phase. If you are successful, divide your result by 4 (dropping any fractions) and increase your treasury's BP by that amount.
During a kingdom's event phase, your GM will determine whether there are any kingdom events and help you resolve them. Kingdom events may change your kingdom's stat block, towns and hex improvements, or even involve the PCs in side adventures.
Establishing a Kingdom
You begin with a certain amount of BP in your kingdom's treasury, granted by the swordlords of Restov and other patrons, depending upon your success at attracting patrons at the time of the kingdom's founding. Check with your GM for the exact amount.
Your first task is to choose a system of government. It would be simplest to base your kingdom's government on the Brevic system, with which the PCs will be generally familiar. Brevoy is ruled by an absolute monarch who governs through laws and is assisted by a council of advisors. It is possible to choose an alternative form of government such as a constitutional monarchary, rule by committee, a theocracy, a government organized along feudal lines, a republican government with voting citizens or any number of other choices. If you choose a non-Brevic system of government, let your GM know your decision, and he will advise you of any rule changes. For simplicity's sake, the remainder of these rules assume your kingdom uses the Brevic system of government.
During your kingdom's first month, you will skip the upkeep phase (since you have settled no hexes) and proceed directly to the improvements phase. You should select leaders for your new kingdom from among the PCs and cooperative NPCs (who may need to be convinced to accept an office).
You will then settle the first hex of your kingdom. At the beginning, you should start modestly, building income-producing hex improvements like mines and logging camps, as well as plenty of farmlands to keep your consumption low. Be careful not to over-expand too quickly.
You will probably want to decide early on a location for a capital; some good choices would be Oleg's (if you can convince him), or some other location that may give free town improvements and has access to waterways. Remember that to establish a town, you will need a logging camp.
Kingdom Terms and Concepts
Alignment: A kingdom has an alignment that reflects its basic outlook manner of governing. A kingdom may have any of the same nine alignments as PCs (i.e. good/neutral/evil and lawful/neutral/chaotic). A kingdom's alignment does not need to be identical to the alignment of its ruler or other leaders, but some leaders may try to influence a kingdom towards their alignment.
A kingdom's alignment affects its statistics.
• Lawful kingdoms gain +2 to its economy modifier.
• Chaotic kingdoms gain +2 to its loyalty modifier.
• Good kingdoms gain +2 to its loyalty modifier.
• Evil kingdoms gain +2 to its economy modifier.
• Neutral kingdoms gain +2 to its stability modifier (a true neutral kingdom gains this bonus twice).
Automatic Income: Many hex improvements generate automatic income, measure in BP, every month for a kingdom. A kingdom will receive its automatic income during the income phase.
Build Points (BP): A kingdom's resources are measured in build points (abbreviated BP). BPs primarily represent durable physical capital such as timber, stone, metals, tools, livestock, seeds and money, but also intangibles such as goodwill, labor, favors, recruiting, social capital, etc. BPs are not resources that the kingdom's rulers own, instead they are the resources of the entire kingdom. BPs are not directly translatable into money, although PCs can deposit and withdraw gold pieces into the treasury to add or subtract BPs at the risk of increasing unrest. BPs are usually added to the treasury during the income phase and spent during the upkeep phase (as consumption) or the improvement phase (to build hex improvements or buildings).
Consumption: A kingdom's 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. Normally, a kingdom's consumption is equal to (a) its population divided by 250 (round up any result of .5 or more) plus (b) its stagnation value, minus (c) 2 per farmland, and adjusted by (d) laws. However, during winter months, farmlands only reduce consumption only by 1 per farmland (instead of 2).
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.
Defense: Defense modifiers are used with army combat (which are beyond the scope of these rules, but will be presented in later rules).
Economy, Loyalty and Stability Checks: An economy, loyalty or stability check is analogous to a saving throw. A kingdom will have economy, loyalty or stability modifiers, similar to how a character has fortitude, will and reflex saving throw modifiers. A natural 1 is always a failure for these checks, and a natural 20 is always a success.
A kingdom's economy, loyalty or stability modifiers start at 0, and may be increased or decreased by the kingdom's alignment, leaders, hex improvements, town improvements and other special adjustments. Whenever a kingdom makes an economy, loyalty or stability, it takes a penalty equal to the current unrest value.
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 extra income the treasury receives. You make loyalty checks when required by the GM to keep the public peace.
Extra Income: Kingdom income, measure in BP, generated during the income phase if the kingdom succeeds on an economy check against your control DC. If the check is successful, divide your result by 4 (dropping any fractions) and increase your treasury's BP by that amount.
Hex Improvements: Hex improvements such as roads, farmlands, logging camps, mines, orchards and vineyards are located in a specific kingdom hex. Hex improvements have an immediate BP cost but provide ongoing benefits. Towns are a special type of hex improvement that allow you to build town improvements. Many hex improvements have special prerequisites or can only be placed in special hexes.
Improvements: See hex improvements and town improvements.
Income: See automatic income and extra income.
Leadership Roles: PCs or NPCs can take leadership roles for your kingdom. A PC or NPC can fill no more than one leadership role. Not all leadership roles must to be filled. Leaders can affect a kingdom's statistics, kingdom events and roleplaying activities.
Population: A kingdom's population is equal to 250 times its size plus the total population of each of its towns. The population of a town is 25 times the sum of its economy, loyalty, stability and defense modifiers. Population affects your kingdom's consumption.
Size: The number of hexes your kingdom has settled. This number affects a kingdom's population and its control DC.
Stagnation: A kingdom's stagnation value represents how much a kingdom's economy is diverted to non-productive uses such as protecting guild interests, bribery or tax avoidance. Stagnation is applied to increase a kingdom's consumption without any benefits. Stagnation scores are usually changed through kingdom events or roleplaying.
Town: A special type of hex improvement that allows you to build town improvements.
Town Improvements: Affect your kingdom's economy, loyalty, and stability modifiers or otherwise give special bonuses.
Treasury: A kingdom's treasury represents BPs available for future use. Generally, BPs are added to the treasury during the income phase, and spent as consumption during the upkeep phase or to buy improvements during the improvements phase.
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 settled. 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, and may be impossible. Unrest can never go below 0—adjustments that would normally reduce unrest lower than 0 are wasted. If an improvement affects unrest, it does so once at the time it is created.
Vassal: A vassal, or fief, is a political subdivision that provides resources and support to your kingdom. Although a vassal may be part of your kingdom from a legal or political perspective, it is not considered part of your kingdom for purposes of the kingdom-building rules. Vassalage may be established on whatever terms are agreed upon between your kingdom and the vassal; typical terms would be for the vassal to give one-quarter of its BP to your kingdom and to provide an additional army during times of declared war.
Hex improvements such as farmlands, logging camps, mines and vineyards provide raw resources for your kingdom. Towns are a special type of hex improvement that allow you to build Buildings. Hex improvements are located in a specific kingdom hex. Except for roads, each hex can only have a single hex improvement. Hex improvements are purchased in the improvement phase. Many hex improvements have special prerequisites or can only be placed in special hexes. The number of hex improvements you can make during a single phase is limited by your kingdom's size; see the Improvements per Month table for these limits.
Hex Improvements Summary
Grasslands Hills Forest Swamp Mountain
Farmland 2 4 Reduces consumption by 2 (1 in winter)
Fort 10 10 10 10 10 Stability +1; Unrest -1
Knight's Estate 4 6 Stability +1
Logging Camp 5 Automatic Income 1 BP
Mine (Base) 12* 12* Automatic Income 2 BP; Economy +1
Mine (Exotic) 16* Automatic Income 4 BP; Economy +1
Mine (Precious) 12* 12* Automatic Income 4 BP; Economy +2; Unrest +2
Orchard 6 6 Automatic Income 1 BP; Loyalty +1
Peat Cutting 8* Automatic Income 1 BP
Quarry 8* 8* Automatic Income of 1 BP; Stability +1
Road 1 1 2 4 4 Economy +1/4; Stability +1/8
Stronghold 20 20 20 20 20 Stability +2; Unrest -1
Town 2 4 6 8 12 Special
Vineyard 6 Automatic Income 1 BP; Loyalty +1
* Not all hexes of this type can support the indicated improvement.
Farmland: You can develop farmlands to help sustain your kingdom's consumption.
• Costs and Benefit: It costs 2 BP to build farmland in a grassland hex and 4 BP in a hill hex. Every farmland hex in your kingdom normally reduces your kingdom's consumption by 2 (or by 1 during winter months).
• Prerequisites: Farmlands can be built in any grassland or hill hex.
Fort: A sturdy structure that serves as a guard post and lookout for danger. It can also serve as a garrison for an army in the field (reducing army maintenance costs).
• Costs and Benefits: It costs 10 BP to build a fort. A fort gives stability modifier +1 and reduces unrest by 1.
• Special: If attacked, Forts have a defense modifier of +3. If a town is built in a hex with a fort, the town automatically gains a guard tower (and the fort is removed).
Knight's Estate: You can establish estates to support knights or other military retainers pledged to your service.
• Costs and Benefit: It costs 4 BP to build a knight's estate in a grassland hex and 6 BP in a hill hex. For each estate in your kingdom, increase your stability modifier +1.
• Prerequisites: Estates can be built in any grassland or hill hex.
• Special: Estates can provide elite armies to your kingdom that do not require outside support (i.e. they do not increase consumption). Rules for raising and maintaining armies are beyond the scope of this ruleset, but will be provided later.
Logging Camp: You can establish logging camps in forests to supply your kingdom with timber. A logging camp is situated in a single hex, but it supports logging in adjacent hexes.
• Costs and Benefit: It costs 5 BP to build a logging camp. Each camp generates automatic income of 1 BP.
• Prerequisites: Logging camps can only be built in forest hexes with a road or river, and cannot be adjacent to another logging camp.
• Special: Logging camps are required to build towns.
Mine (Base): You can establish mines in hills or mountains to supply your kingdom with base metals such as iron, tin and copper.
• Costs and Benefit: It costs 12 BP to build a base metal mine. Each generates automatic income of 2 BP and increases your economy modifier by +1.
• Prerequisites: Base metal mines can only be built in hill or mountain hexes with a road or river. A hex must be assayed by a person with at least +5 Knowledge (Engineering) or Profession (Miner) to determine whether it is suitable for a base metal mine. Only about 15 percent of the hill or mountain hexes in the Stolen Lands are suitable.
Mine (Exotic): You can establish mines in mountains to supply your kingdom with exotic metals such as mithril or adamantine.
• Costs and Benefits: It costs 16 BP to build an exotic metal mine. Each generates automatic income of 4 BP and increases your economy modifier by +1.
• Prerequisites: Exotic metal mines can only be built in mountain hexes. A hex must be assayed by a person with at least +5 Knowledge (Engineering) or Profession (Miner) to determine whether it is suitable for an exotic metal mine. Only a few of the mountain hexes in the Stolen Lands are suitable.
Mine (Precious): You can establish mines in hills or mountains to supply your kingdom with precious metals such as gold and silver. Precious metal mines often increase unrest as miners rush to establish claims.
• Costs and Benefits: It costs 12 BP to build a precious metal mine. Each generates automatic income of 4 BP and economy modifier +2, as well as unrest +2.
• Prerequisites: Precious metal mines can only be built in hill or mountain hexes. A hex must be assayed by a person with at least +5 Knowledge (Engineering) or Profession (Miner) to determine whether it is suitable for a precious metal mine. Only about 5 percent of the hill or mountain hexes in the Stolen Lands are suitable.
Orchard: You can grow fruit for your kingdom in orchards.
• Costs and Benefit: It costs 6 BP to plant an orchard. Each orchard generates automatic income of 1 BP and increases your loyalty modifier by +1.
• Prerequisites: Orchards can only be planted in grasslands or hill hexes with a road or river. Orchards do not generate benefits for two years after planted unless the kingdom's leaders have access to the Plant Growth spell (third level druid or plant domain), or equivalent.
• Special: An orchard planted at the site of an existing bee yard only costs 3 BP.
Quarry: You can establish quarries in hills or mountains to supply your kingdom with stone.
• Costs and Benefits: It costs 8 BP to build a quarry. Each quarry generates automatic income of 1 BP and Stability modifier +1.
• Prerequisites: Quarries can only be built in hill or mountain hexes with a road or river. A hex must be assayed by a person with at least +5 Knowledge (Engineering) or Profession (Miner) to determine whether it is suitable for a quarry. Only about 5 percent of the hill hexes and 50 percent of the mountain hexes in the Stolen Lands are suitable.
• Special: Quarries are required to build certain defensive improvements.
Peat Cutting: You can cut peat in swamps to supply your kingdom with fuel.
• Costs and Benefit: It costs 8 BP to build a peat cutting area. Each peat cutting generates automatic income of 1 BP.
• Prerequisites: Peat can be cut only in swamp hexes with a road or river, and cannot be adjacent to another peat cutting. A hex must be assayed by a person with at least +5 Knowledge (Nature) or Profession (Miner) to determine whether it is suitable for a peat cutting. Only about 10 percent of the swamp hexes in the Stolen Lands are suitable.
Road: You can build roads to speed communications throughout the kingdom, improving its economy and stability.
• Costs and Benefits: It costs 1 BP to build a road though a grasslands 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 unless there is already a bridge in the hex. For every 4 road hexes your kingdom controls, the economy modifier increases by +1. For every 8 road hexes your kingdom controls, the stability modifier increases by +1.
• Special: Roads can be built in the same hex as other hex improvements. Roads also decrease travel time in your kingdom (as per normal Pathfinder rules).
Stronghold: A structure that protects strategic points. It can also serve as a garrison for an army in the field (reducing army maintenance costs).
• Costs and Benefits: It costs 20 BP to build a stronghold. A stronghold gives stability modifier +2 and reduces unrest by 1.
• Prerequisites: Strongholds can be built in any hex containing a road or river. A stronghold must be connected by a road or river to a quarry.
• Special: If attacked, strongholds have a defense modifier of +6. If a town is built in a hex with a stronghold, the town automatically gains a guard tower and palisade wall. A Fort can be upgraded to a stronghold for 10 BP.
Town: Towns can host a variety of improvements that make your kingdom more sophisticated and effective. Your kingdom can, but does not need to, designate a town as its capital.
• Costs and Benefits: It costs 2 BP to build a town in a grassland hex; 4 in a hills hex; 6 in a forest hex; 8 in a swamp hex; and 12 in a mountain hex.
• Special: Town improvements can be built in towns for additional costs and benefits. The town's population affects the ability of PCs to buy and sell magic items and other services in the town; see the Town Characteristics table.
• Capital: Your kingdom can designate a single town as its capital. For so long as the capital remains in the kingdom, increase your kingdom's economy, loyalty and stability modifier by 1. You can change your kingdom's capital by enacting a law.
Vineyard: Vineyards grow grapes and process them into wine.
• Costs and Benefit: It costs 6 BP to plant a vineyard. Each vineyard generates automatic income of 1 BP and increases your loyalty modifier by +1.
• Prerequisites: Vineyards can only be built in hill hexes with a road or river. Vineyards do not generate benefits for two years after planted unless the kingdom's leaders have access to the Plant Growth spell (third level druid or plant domain), or equivalent.
Towns and Town Improvements
Towns are essentially the sum of their parts, and their parts are town improvements. town improvements are created during the improvement phase by spending BP. Basic town improvements increase your kingdom's economy, loyalty and stability modifiers. Other town improvements can affect a town's defense, market for magic items, help implement laws, etc. The number of town improvements you can create during a single phase is limited by your kingdom's size; see the Improvements per Month table for these limits. Unlike a hex, each town can have many improvements; however, except for the basic improvement, a town can only have one of each improvement.
Town Improvements Summary
Type Cost Effects
Economy 3 Economy +1
Loyalty 3 Loyalty +1
Stability 3 Stability +1
Guard Tower 10 Defense +2, Unrest -1
Palisade Wall 10 Defense +2
Curtain Wall 20 Defense +4
Castle 20 Defense +4, Unrest -1
Royal Castle 40 Defense +4, Economy +2, Loyalty +2, Stability +2, Unrest -1
Arena 15 Loyalty +3 and Festival Law penalties halved
Cathedral 15 Stability +3 and Promotion Law penalties halved
Mint 15 Economy +3 and Tax Law penalties halved
Magic Item Improvements
Black Market 10 Economy +1, Unrest +3 and increase buy/sell limit for illicit goods
Magister's Tower 15 Defense +2 and increase buy limit for arcane magic items and arcane spellcasting level
Market 15 Economy +2 and increase buy/sell limit for all magic items
Master Forge 15 Stability +2 and increase buy limit for magic weapons and armor
Sacred Precinct 15 Loyalty +2 and increase buy limit for divine magic items and divine spellcasting level
Economy/Loyalty/Stability Improvement: Create buildings and institutions that further your kingdom's economy, loyalty or stability modifier.
• Costs: 3BP.
• Benefit: +1 to economy, loyalty or stability modifier, chosen as the time created. A town can create this improvement many times.
Guard Tower: The most basic of defensive fortifications. It may also serve as a gatehouse or prison.
• Costs: 10 BP.
• Benefit: +2 to Defense modifier and reduce unrest by 1.
Palisade Wall: A wooden wall surrounding the town.
• Costs: 10 BP.
• Benefit: +2 to defense modifier.
• Prerequisites: The town must be connected by a road or river to a logging camp.
Curtain Wall: A stone wall surrounding the town.
• Costs: 20 BP.
• Benefit: +4 to defense modifier.
• Prerequisites: The town must be connected by a road or river to a quarry, and must have an existing guard tower.
• Special: A town cannot have both a curtain wall and a palisade wall. If a town builds a curtain wall when it already has a palisade wall, the palisade wall is simply replaced.
Castle: Incorporating a keep, walls and a gatehouse. A castle serves as a lord's residence, as well as the focal point of town defenses.
• Costs: 20 BP.
• Benefit: +4 to defense modifier and reduce unrest by 1.
• Prerequisites: The town must be connected by a road or river to a quarry, and must have a curtain wall and guard tower.
Royal Castle: An improved castle and palace that emphasizes the ruler's power and prestige as much as defenses.
• Costs: 40 BP.
• Benefit: +4 to defense modifier, +2 to economy modifier, +2 to loyalty modifier, +2 to stability modifier, and reduce unrest by 1.
• Prerequisites: The town must be connected by a road or river to a quarry and a precious metals mine, and must have a curtain wall. A town can have both a royal castle and an ordinary castle. However, there can only be 1 royal castle in the kingdom.
Arena: A large public structure for competitions, demonstrations, team sports, or gladiator fights.
• Costs: 15 BP.
• Benefit: +3 loyalty modifier and the penalties from festival laws are halved.
• Prerequisites: The town must be connected by a road or river to a quarry.
Cathedral: The focal point of a town's worship and religious activities.
• Costs: 15 BP.
• Benefit: +3 stability modifier and the penalties from promotion laws are halved.
• Prerequisites: The town must be connected by a road or river to a quarry.
Mint: This powerful institution converts precious metals to the kingdom's coins
• Costs: 15 BP.
• Benefit: +3 economy modifier and the penalties from tax laws are halved.
• Prerequisites: The town must be connected by a road or river to a precious metals mine.
Magic Item Improvements
Black Market: A network that sells or buys stolen, dangerous or illegal goods or services. Black markets attract criminals to your town.
• Costs: 10 BP.
• Benefit: +1 economy modifier, however unrest increases by 3. In addition, the town's buy and sell limits for poisons, drugs, and other illicit goods is doubled (does not stack with other increases).
Magister's Tower: A workshop and study for the kingdom's leading arcane spellcaster.
• Costs: 15 BP.
• Benefit: +2 defense modifier. In addition, the town's buy limit for arcane scrolls, wands and staffs is double the highest (unmodified) buy limit for any town in the kingdom. Finally, the town's available spellcasting level (for arcane spells only) is 1 higher than the highest (unmodified) spellcasting level for any town in the kingdom.
• Prerequisites: The town must be situated in a place of arcane power, usually far away from the kingdom's capital.
Market: An open area maintained by the town for small, temporary or itinerant merchants, or other outdoor mercantile pursuits.
• Costs: 15 BP.
• Benefit: +2 economy modifier. In addition, the town's buy and sell limits for all magic items is increased by one-third (does not stack with other increases).
• Prerequisites: The town must be situated on a waterfront (or other major trade route, at the GM's discretion).
Master Forge: A magical smithy specialized in powerful weapons and armor.
• Costs: 15 BP.
• Benefit: +2 stability modifier, In addition, the town's buy limit for magic armor and weapons is double the highest (unmodified) buy limit for any town in the kingdom.
• Prerequisites: The town must be situated in a mountain hex and must be connected by a road or river to an exotic metals mine.
Sacred Precinct: A holy (or unholy) site blessed by the gods.
• Costs: 15 BP.
• Benefit: +2 loyalty modifier. In addition, the town's buy limit for divine scrolls, wands, staffs and certain other divine magic items is double the highest (unmodified) buy limit for any town in the kingdom. Finally, the town's available spellcasting level (for divine spells only) is 1 higher than the highest (unmodified) spellcasting level for any town in the kingdom.
• Prerequisites: The town must be situated in a holy place of great power.
A town's population is 25 times the sum of its economy, loyalty, stability and defense modifiers.
Population Common Name Buy Limit Sell Limit Spellcasting Level
Up to 250 Village 500 gp 2,500 gp 3rd
251-2,000 Small Town 1,000 gp 5,000 gp 4th
2,001-5,000 Large Town 2,000 gp 10,000 gp 5th
5,001-10,000 Small City 4,000 gp 25,000 gp 6th
10,001-25,000 Large City 8,000 gp 50,000 gp 7th
25,000 plus Metropolis 16,000 gp 100,000 gp 8th
Buy Limit: A town's buy limit is an approximation of the value of magic items that can be found for purchase within that town. A town's basic buy limit is given by the table above, but can be modified by town improvements. There is a 75% chance that any item with a value equal to or less than the buy limit can be found for sale in the town with little effort. If an item is not available, a new check to determine if the item has become available can be made in 1 month. A town will likely have several magic items for sale that are more valuable than its buy limit.
Sell Limit: A town's sell limit is the most money that someone in the town can spend to purchase any single item from the PCs. Like the buy limit, a town's sell limit can be modified by town improvements. If the PCs wish to sell an item worth more than a town's sell limit, they'll either need to settle for a lower price, travel to a larger community, or search for a specific buyer with deeper pockets.
Spellcasting Level: A town's spellcasting for hire is limited by the level of the available spellcasters in town; the number shown is the highest-level spell generally available for purchase from spellcasters in the town. A town's spellasting level can be modified by town improvements. Specific NPCs (and the PCs of course) may be able to cast spells of higher level.
Rule of Diminishing Returns
At the GM's discretion, if your kingdom is becoming unbalanced because it has too many of a certain type of hex or town improvements, the next improvement of that type may provide half or no benefits. The GM will usually warn you if this will occur.
Your kingdom's Laws have several effects. Promotion, Taxation and Festival Laws increase your kingdom's Stability, Economy, and Loyalty modifiers. Other laws can help your kingdom deal with Unrest, change alignment or move the capital.
Taxation Laws: Tax Laws are require payments from a kingdom's subjects to help pay for your kingdom's needs.
• De Minimis: +1 Loyalty modifier.
• Light: +1 Economy modifier; -1 Loyalty.
• Normal: +2 Economy modifier; -2 Loyalty.
• Heavy: +3 Economy modifier; -4 Loyalty.
• Very Heavy: +6 Economy modifier; -8 Loyalty.
• Overwhelming: +8 Economy modifier; -16 Loyalty.
Festival Laws: Festival Laws, including parades and other public events, can increase the kingdom's happiness and loyalty.
• None: -1 Loyalty modifier.
• One: +1 Loyalty modifier; +1 Consumption.
• Six: +2 Loyalty modifier; +2 Consumption.
• Twelve: +3 Loyalty modifier; +4 Consumption.
• Twenty-Four: +4 Loyalty modifier; +8 Consumption.
• Continuous: +6 Loyalty modifier; +16 Consumption.
Martial Law: While Martial Law is in effect, your kingdom's Unrest is reduced by 1 each month. However, while Martial Law is in effect, your kingdom cannot settle new hexes nor build new Hex or Town Improvements. Moreover, while Martial Law is in effect, and for an equal period thereafter, your kingdom's Loyalty modifier is reduced by 4.
Alignment Law: You can change your kingdom's alignment. If you change your kingdom's alignment by one step and no more than once per year, increase Unrest by 1. If you change your kingdom's alignment by more than one step increase Unrest by 1d6. If you change your kingdom's alignment more than once per year, increase Unrest by an additional 1d6 each time alignment is changed (after the first).
Capital Law: You can change your kingdom's capital. If changed to any larger town, Unrest will increase by 1. If you change your kingdom's capital to an equal size or smaller town, increase Unrest by 1d4.
A healthy kingdom has leaders filling a number of different roles. Each leader grants the kingdom different benefits; leaving a role unfilled can penalize the kingdom. Leaders can be grouped into three types: the ruler, essential leaders (the marshal, the master of the commons and the treasurer) and nonessential leaders.
In order for a leadership role to grant its bonus, the character filling that role must spend at least 1 week per month engaged in various leadership duties (and must be in appropriate places within the kingdom). For this campaign, it's best to have the party pick the same week to dedicate to their administrative duties so that all of the PCs are all available for "adventuring duty" at the same time. A single character can only occupy one leadership role at a time. Each leadership role has a benefit and, if the rule or essential leaders are vacant, may impose penalties on the kingdom.
Leadership roles also have one or more key abilities which are important for roleplaying reasons but do not directly affect kingdom management rules. For example, a besieging army may make a check opposed by the Master Builder's Knowledge (Engineering) check to find a weakness in town walls, or a Spymaster may make a Perception check to notice the signs of an impending drug epidemic.
Leadership Roles Summary
Ruler Cha modifier to Economy, Loyalty and/or Stability modifier; vacancy penalty
Master of Commons Wis or Cha modifier to Loyalty modifier; vacancy penalty
Marshal Str or Int modifier to Stability modifier; vacancy penalty
Treasurer Int modifier to Economy modifier; vacancy penalty
Constable Con or Wis modifier to Stability modifier
Grand Diplomat Cha modifier to Loyalty modifier
High Justicar Wis modifier to Stability modifier
High Priest Wis modifier to Loyalty modifier
Master Builder Con or Int modifier to Economy modifier; additional improvement
Magister Int or Cha modifier to Economy modifier
Royal Executioner Reduce unrest by 1, Loyalty -2
Spymaster Dex or Int modifier to Economy, Loyalty or Stability modifier
Steward Increase non-essential leaders by Int modifier, max 4
Verderer Decrease consumption by half Wis modifier
Ruler: The Ruler is the primary leader of the kingdom. Unlike the other leadership roles, in the Brevic system, a Ruler typically uses one of three distinct titles, depending on the current size of the kingdom. A sovereign country of size 1–20 is known as a grand duchy and its ruler is known as a Grand Duke or Duchess (Brevic GrosserHerzog). A sovereign country of size 21–80 is known as a principality and its Ruler is known as a Prince or Princess (Brevic Prinz). A sovereign country of size 81 or higher is known as a kingdom and ruled by a King or Queen (Brevic Konig).
• Benefit: A Grand Duke chooses one of the economy, loyalty or stability modifiers and increases it by a value equal to the ruler's charisma modifier. A Prince chooses two of the economy, loyalty or stability modifiers and increases them by a value equal to the ruler's charisma modifier. A King chooses two of the Economy, Loyalty or Stability modifiers and increases them by a value equal to the ruler's charisma modifier.
• Vacancy Penalty: A kingdom without a Ruler cannot settle new hexes or create hex improvements (but it can build buildings). Increase unrest by 4 during each upkeep phase in which the kingdom has no ruler.
• Key Abilities: Diplomacy, Knowledge (Nobility) skills.
• Special: Two married characters can fill this role if they are married, in which case they jointly rule the kingdom. Both Rulers add their Charisma modifier to the kingdom's modifiers as appropriate for their rank, and as long as at least one Ruler is present, the kingdom avoids the vacancy penalty.
Master of the Commons: Sometimes known as the Chancellor. The Master of the Commons serves as the chief counselor to the ruler and is charged with the responsibility of ensuring that the will of the kingdom's subjects is represented. Often, this role is taken by heroes who capture the public imagination
• Benefit: Increase the kingdom's loyalty modifier by a value equal to the Master of the Commons' wisdom or charisma modifier.
• Key Abilities: Knowledge (Local), Perform (Oratory) skills.
• Vacancy Penalty: While the role is vacant, the kingdom has a -3 penalty on all loyalty checks and cannot gain benefits from festival laws. Finally, increase the kingdom's unrest by 1 during each upkeep phase.
Marshal: Sometimes known as the Lord Commander. The Marshal leads the realm's armies and militias. The Marshal may also serve as general of an army.
• Benefit: Increase the kingdom's stability modifier by a value equal to the Marshal's intelligence or strength modifier.
• Key Abilities: High BAB, Profession (Soldier) skill.
• Vacancy Penalty: While the role is vacant, the kingdom has a -3 penalty on all stability checks, cannot gain benefits from promotion laws, and cannot raise armies. Finally, increase the kingdom's unrest by 1 during each upkeep phase.
Treasurer: Sometimes known as the Master of Coin or Keeper of the Coin. The Treasurer manages the kingdom's finances, collects taxes and regulates economic activities.
• Benefit: Increase the kingdom's economy modifier by a value equal to the Treasurer's intelligence modifier.
• Key Abilities: Profession (Merchant) skill.
• Vacancy Penalty: While the role is vacant, the kingdom has a -3 penalty on all economy checks, cannot gain benefits from taxation laws. Finally, increase the kingdom's unrest by 1 during each upkeep phase.
The kingdom can employ a number of non-essential leaders equal to the ruler's Charisma modifier. The number of non-essential leaders can be increased if the kingdom employs a steward. A ruler's spouse does not increase the number of non-essential leaders.
Constable: Sometimes known as Border Warden or the Master of the Hunt. The Constable patrols the kingdom's borders and outlying areas, watching for incursion and dispensing frontier justice.
• Benefit: Increase the kingdom's stability modifier by a value equal to the Constable's wisdom or constitution modifier.
• Key Abilities: Survival, Perception skills.
• Special: If the Constable role is filled, the kingdom may get advance warning of border threats at the GM's discretion.
Grand Diplomat: The Grand Diplomat is in charge of a kingdom's foreign relations, meeting with diplomats posted to the kingdom.
• Benefit: Increase the kingdom's loyalty modifier by a value equal to the Grand Diplomat's Charisma modifier.
• Key Abilities: Diplomacy skill.
• Special: If the Grand Diplomat role is filled, the kingdom may experience better relations with Brevoy at the GM's discretion.
High Justicar: Sometimes known as the Master of Justice. The High Justicar serves as the chief judge of the realm and is charged with the ensuring the administration of the law.
• Benefit: Increase the kingdom's stability modifier by a value equal to the High Justicar's wisdom modifier.
• Key Abilities: Knowledge (History), Profession (Lawyer) skills.
High Priest: The High Priest guides the kingdom's religious needs and growth.
• Benefit: Increase the kingdom's loyalty modifier by a value equal to the High Priest's wisdom modifier.
• Key Abilities: Knowledge (Religion) skill, divine spellcasting.
Master Builder: The Master Builder is in charge of developing the realm's infrastructure.
• Benefit: Increase the kingdom's economy modifier by a value equal to the Master Builder's constitution or intelligence modifier.
• Key Abilities: Knowledge (Engineering) skill.
• Special: If the Master Builder role is filled, the kingdom may build one extra hex or town improvement each month.
Magister: The Magister supports the magical needs of the kingdom.
• Benefit: Increase the kingdom's economy modifier by a value equal to the Magister's intelligence or charisma modifier.
• Key Abilities: Knowledge (Arcane) skill, arcane spellcasting.
Royal Executioner: Sometimes known as the Royal Headsman or the Royal Assassin. His imposing presence inspires fear among the kingdom's subjects, but his methods are unpopular.
• Benefit: Reduce unrest by 1 during each upkeep phase, however also decrease the kingdom's loyalty modifier by 2.
• Key Abilities: High strength, imposing weapons, exotic killing abilities.
Spymaster: Sometimes known as the Master of Whispers. The Spymaster observes the kingdom's underworld and criminal elements and spies on other kingdoms.
• Benefit: Increase the kingdom's economy, loyalty or stability (Spymaster's choice) modifier by the Spymaster's dexterity or intelligence modifier. The Spymaster can change which value he modifies during the kingdom's improvement phase (but only once per phase).
• Key Abilities: Knowledge (Local) skill, Perception, Stealth.
• Special: If the Spymaster role is filled, the kingdom may get advance warning of threats at the GM's discretion.
Steward: Sometimes known as the Master of the Royal Household or the King's Hand. The Steward serves as the ruler's assistant and secretary. With a weak or foolish ruler, the Steward may serve as the "power behind the throne."
• Benefit: Increase the number of non-essential leaders that can be employed by the kingdom by the Steward's intelligence modifier, up to a maximum of +4. Note that the Steward still counts against the limit of non-essential leaders that can be employed.
• Key Abilities: Knowledge (Local), Knowledge (Nobility) skills.
Verderer: Sometimes known as the Master of Gardens or the Forest Warden. The Verderer is charged with overseeing agriculture and natural resources.
• Benefit: Decrease the kingdom's consumption by half (round down) of the Verderer's Wisdom modifier.
• Key Abilities: Knowledge (Nature) skill, druid or domain (plant) spellcasting.
• Special: If the Verderer role is filled, there is a reduced risk of exhaustion of the kingdom's natural resource hex improvements due to kingdom events.
Size: _____ [number of hexes settled]
Population: _____ [250 x Size + Town Population]
Control DC: _____ [20 + Size]
Consumption: _____ [Population/250 – Farmlands x 2 (1 in winter) – Adjust for Verderer]
Auto. Income: _____ [modifiers from Hex Improvements]
Economy: _____ [modifiers from Hex and Town Improvements, Alignment, Leaders]
Loyalty: _____ [modifiers from Hex and Town Improvements, Alignment, Leaders]
Stability: _____ [modifiers from Hex and Town Improvements, Alignment, Leaders]
Unrest: _____ [apply as penalty to all Economy, Loyalty, Stability checks]
Stagnation: _____ [increase Consumption]
Farmlands: _____ [Reduces consumption by 2 (1 in winter)]
Fort: _____ [Stability +1]
Knight's Estate: _____ [Stability +1]
Logging Camp: _____ [Automatic Income +1, Stability +1]
Mine (Base): _____ [Automatic Income +2, Economy +1]
Mine (Exotic): _____ [Automatic Income +4, Economy +1]
Mine (Precious):_____ [Automatic Income +4, Economy +2]
Orchard: _____ [Automatic Income +1, Loyalty +1]
Peat Cutting: _____ [Automatic Income +1]
Quarry: _____ [Automatic Income +1, Stability +1]
Road: _____ [Economy +1/4, Stability +1/8]
Stronghold: _____ [Stability +2]
Town: _____ [Special]
Vineyard: _____ [Automatic Income +1, Loyalty +1]
Alignment and Laws in Effect
Promotion: _____ [Increase Stability, increase Consumption]
Taxation: _____ [Increase Economy, decrease Loyalty]
Festival: _____ [Increase Loyalty, increase Consumption]
Martial Law: _____ [Unrest -1 each month, Loyalty -4 for long period, other ill effects]
Leadership Name Modifier
Ruler: ___________ ___ [Cha to Eco., Loy. and/or Stab., vacancy penalty]
M. Commons: ___________ ___ [Wis or Cha to Loyalty, vacancy penalty]
Marshal: ___________ ___ [Str or Int to Stability, vacancy penalty]
Treasurer: ___________ ___ [Int to Economy, vacancy penalty]
Constable: ___________ ___ [Con or Wis to Stability]
Grand Diplo.: ___________ ___ [Cha to Loyalty]
High Justicar: ___________ ___ [Wis to Stability]
High Priest: ___________ ___ [Wis to Loyalty]
M. Builder: ___________ ___ [Con or Int to Stability]
Magister: ___________ ___ [Int or Cha to Economy]
R. Executioner: ___________ ___ [Unrest -1 each month, Loyalty -2]
Spymaster: ___________ ___ [Dex or Int to Economy, Loyalty or Stability]
Steward: ___________ ___ [Int additional non-essential leaders]
Verderer: ___________ ___ [Decrease consumption by half Wis]
Vassal Name Terms
Town Tracking Sheet
Population: _____ [25 x Economy, Loyalty, Stability, Defense]
Capital: _____ [If yes, Economy +1, Loyalty +1, Stability +1]
Economy: _____ [modifiers from Town Improvements, Capital]
Loyalty: _____ [modifiers from Town Improvements, Capital]
Stability: _____ [modifiers from Town Improvements, Capital]
Defense: _____ [modifiers from Town Improvements]
Economy: _____ [Economy +1, multiples allowed]
Loyalty: _____ [Loyalty +1, multiples allowed]
Stability: _____ [Stability +1, multiples allowed]
Guard Tower: _____ [Defense +2]
Palisade Wall: _____ [Defense +2]
Curtain Wall: _____ [Defense +4]
Castle: _____ [Defense +4]
Royal Castle: _____ [Economy +2, Loyalty +2, Stability +2, Defense +4]
Arena: _____ [Loyalty +3]
Cathedral: _____ [Stability +3]
Mint: _____ [Economy +3]
Black Market: _____ [Economy +1]
M. Tower: _____ [Defense +2]
Market: _____ [Economy +2]
Master Forge: _____ [Stability +2]
Sacred Precinct:_____ [Loyalty +2]
Buy Limit: _____
Sell Limit: _____
Notes from Magic Item Improvements: ______________________________
I'm pretty sure Dumps were errated to not provide the economy bonus. That makes them cheaper than the mansion for the same bonus. I believe I saw a suggested errata that a mansion count as a house for prerequisites as well, but I don't remember for sure. Likewise, I think your graveyard doesn't have the errata on it, but I haven't checked. Double check your sources?
Edit: I think that came out harsh. I really like your analysis. Does it account for the "one per city" limit on buildings? Does the analysis change if you separate it out into three tiers, where anything 1-20 BP is TIer 1, anything 21-50 BP is Tier 2 (includes all the buildings that give discounts on T1 buildings), and anything 50 BP+ is Tier 3 (includes everything that gives discounts on T2 buildings)? I'd be interested to see if tier 3 buildings had different formulas than Tier 1 ones, for instance.
I incorporated the errata I could find for graveyards (+1 Loyalty only). I couldn't find errata for Dumps or mansions. (I know it is very hard to read the raw data).
Here is how the cost formula came out for different tiers (again, not precise and limited to integer values):
[Original/All Tiers] 42 Buildings; Average Variation 20%
4*Max Item Sale +
10*Base GP Value +
4*Number of Building Cost Reductions +
2*(1 if building reduces edicts, 0 otherwise)
[Tier 1] 25 Buildings; Average Variation 19%
3*Max Item Sale +
16*Base GP Value
[Tier 2] 11 Buildings; Average Variation 10%
3*Max Item Sale +
11*Base GP Value +
4*Number of Building Cost Reductions
[Tier 3] 7 Buildings; Average Variation 12%
3*Max Item Sale +
9*Base GP Value +
4*Number of Building Cost Reductions +
2*(1 if building reduces edicts, 0 otherwise)
The numbers move around a little bit, but the largest difference I would pick out is the Loyalty cost which moves from 2 in Tier 1 to 6 in Tier 3. I attribute this largely to the cheap Monument building.
I also re-ran the analysis, removing the mansion and dump, and got the following formula.
3*Max Item Sale +
12*Base GP Value +
4*Number of Building Cost Reductions +
8*(1 if building reduces edicts, 0 otherwise)
The major difference is the edict coefficient, which is obviously very sensitive to the difference between tier 1 and tier 3 buildings. Otherwise, the numbers all move towards 3 (which is to be expected when you remove outliers).
All in all, I'm actually pleasantly surprised at about robust the analysis is. One could make a very abstract system where every 3 BP spent on a city gains +1 to either Economy, Loyalty, Stability or Defense, and it should not unbalance the system.
In order to make some pretty deep changes to the city building subsystem, I've developed some statistics and analysis of the city buildings that I think others might find useful, so I am presenting the statistics here.
First, below is a list of the city buildings and the most important raw data (including errata posted on the boards). Sorry for the formatting, couldn't figure out how to have tables or fixed-width fonts.
Next, below is a table of "massaged" data. This is the same data as above, except:
* Houses (and tenaments)are removed, but a house is assumed to be added to the cost and benefits of any building that needs one. E.g. originally an inn cost 10 BP and has +1 Economy, +1 Stability, 1 space, needs house; now an inn cost 13 BP and has +1 Economy, +1 Stability, -1 Unrest, 2 spaces.
* Base GP values are represented in 1000s
* Half-Value indicates the number of buildings that can be built at half-value.
* Edicts is either 0 for nothing special, or 1 for reducing edict costs.
A few initial observations that don't take much analysis:
* There is a wide variation in the building costs that cannot be explained by the numbers. Consider the Mansion (cost 10 BP, +1 Stability) vs the Dump (cost 4 BP, +1 Economy, +1 Stability). The Mansion costs over double, and provides roughly half the bonuses. Other buildings that seem underpriced include the Library, Mill, Monument, Park, Smith, Stable, Tannery. Buildings that seem overpriced include Pier, Tavern, Tradesman. These variations are relatively simple to identify because they don't involve large numbers and are mostly restricted to Economy, Loyalty and Stability modifiers.
* As buildings get larger and more complex, they seem to be _less_ efficient than a group of smaller buildings. Compare, e.g., the Temple (cost 32 BP) vs 4 Shrines (cost 32 BP). The Temple has +2 Loyalty, +2 Stability, -2 Unrest, and produces 2 minor items (only 1 of which can be sold each turn) and takes 2 spaces. 4 Shrines have +4 Stability, -4 Unrest, and produces 4 minor (all 4 of which can be sold each turn if the shrines are in different districts) and takes 4 spaces. While the Temple is smaller and nets 2 Stability, it would be difficult to believe that it is a better value than 4 Shrines. And the Market is an even worse value!
Next, I used some very simple linear programming techniques to reverse engineer the cost of various building bonuses. The formula I ended up with is as follows:
4*Max Item Sale +
10*Base GP Value +
4*Number of Building Cost Reductions +
2*(1 if building reduces edicts, 0 otherwise)
This formula has an average error of 20%, with a minimum error of 0% and a maximum error of 61%. The analysis is obviously not rigorous (I have only sought linear solutions expressed as integers to keep the analysis simple). Nevertheless, it is useful to think about as a starting point.
One way to interpret this formula is to mean, e.g., that each point of Economy modifier should increase the cost of a building by 3 BP and that an increase in Base GP value of 1,000 should increase the BP cost by 10.
If done naively, I think this is a mistake since it fails to account for the less efficient larger and more complex buildings noted above.
Of particular interest is comparing the "return on investment" in various types of investment. Consider,
* Farmlands (mostly) cost 2 BP and reduce Consumption by 2 BP per turn. While reducing Consumption is not as good as pure BP, to a first degree of approximation, the monthly return on investment in Farmlands is 100%
* Buildings with Economy bonuses generally cost about 3 BP per +1 Economy. Assuming that the kingdom makes the Economy check, Economy divided by 5 yields BP. Thus the monthly return on investment is about 1/15 or 6%. Moreover, there are few buildings with a pure emphasis on Economy, so it is relatively hard to grow the economy by increasing the Economy bonus.
* Buildings in the magic item economy cost about 4 BP per the maximum per turn sale value, 2, 8 or 15 (i.e. since a building can sell no more than 1 item per month, no matter how many items it can sell, typically only 1 of the highest value items will be sold). This gives a return on investment of approximately 25% per month.
The implications are that investing in farmlands is the most efficient, but is limited to a kingdom's consumption. Investing in the magic item economy is not as good as farmlands, but much better than investing in Economy buildings, although some Economy is necessary to make the Economy checks necessary to sell magic items.
Next time, I'll post about my proposed changes to the rules