Kingmaker - Island, Shoreline, and Open Water Hexes


Kingmaker

Liberty's Edge

As far as I can tell from looking through the threads and relying on my Google-fu, there are no Kingmaker houserules out there for island, shoreline, or open water hexes. I'm planning on using the kingdom building rules in a homebrew campaign, and kingdoms in that campaign may start off on the coast or even on islands. What kinds of new open space developments would there be for these kinds of hexes, and what kinds of resources would you find in them? Thanks in advance.

Also, if this thread needs to be moved to a more appropriate section, I apologize. This was my best guess.


Funny, I was musing along the same lines yesterday.

Some thoughts...
Fishery
Drydock/Shipyard
Harbormaster
Harbor defenses
Chandler
Lighthouse
Naval base

You may also want to look into Wayfarers #4 and #5 for some fan-created additional buildings. Also, there is a thread here with many house-rule additions.

Liberty's Edge

Oh, I have Wayfarers 4 and 5, and I've already incorporated the buildings, events, and developments into my campaign (I'm running Kingmaker right now). I've also looked through the thread and took some other ideas. I didn't see anything specifically for any sort of island or ocean hexes, unless I'm blinder than I thought. Thanks for the possible buildings/developments, though. I wonder if you could combine the shipbuilding rules from Skull and Shackles with Kingmaker somehow, maybe with some sort of ship-bound trade.


I had hoped that the Caravan rules from Jade Regent would mesh with Kingmaker's Domains easily... but the caravan trade in Jade Regent is at just too different a scale for that to work.

Similarly, I had hoped that any material regarding trade and booty in Skull & Shackles would be mostly compatible with at least one of Kingmaker or Jade Regent.. but that does not seem to be the case.

At least the Ship-to-Ship combat rules (and the fleet combat rules in the last book) may be usable for mass combat with your Kingmaker campaign.

The ship building rules in Skull & Shackles I don't think would mesh well with Kingmaker.. they seem geared toward individual ships more than fleets for mass combat usage.

For additional inspiration...

Sid Meier's Civilization V has a lot of buildings that might be suitable for adaptation. Also, Civ City: Rome; it is a cross between Civilization and Sim City, set in the Classical era. The ship workings are abstracted out, mostly, but you might get some useful notions here and there.

For trade, I would consider adapting the Jade Regent caravan Trade rules (the combat ones seem to be in need of revision) and "scaling up" to BP instead of GP. They are in the Jade Regent players' guide, and so free to download.

Also, I see DMFTodd has a new thread in this forum for adding Trade Routes to the Kingdom rules.

Finally, next April's HC (unless the schedule keeps slipping) is "Ultimate Campaigns", which is expected to have expanded Kingdom rules... maybe we will also get some updated and expanded Caravan rules as well.


I see 'Fishery' above, which implies to me a place to go fish,
so how about a fish farm?

If you wanted to be evil, you could also have a sewer outlet...


This is a bit OT but related to Philip Knowsley's post -- what about the BP cost of putting a sewer system into your town/city to make it healthier and give the otyughs a place to call their own? Say, a set cost per block of inhabited buildings that gives a total of +2 Loyalty & Stability for the entire city?

Liberty's Edge

@Urath: I cannot wait for Ultimate Campaign. I'm hoping it will give a boost to my homebrew setting. I thought maybe the shipbuilding and caravan rules would work, but you're correct, they're just too different. I could probably use them as the basis for my own rules regarding land and sea trade though. Thanks for the heads-up on Civ City.

@Phillip: Yeah, "Fishery" works for me, but would a fish farm work within a medieval campaign such as Golarion? The farming of fish seems to imply to me a more sophisticated level of technology.

@Eric: A sewer system would be a pretty good idea. I would probably set it as some set cost per city district. I imagine +2 Loyalty and +2 Stability would be more than good enough.

Thanks for all the input!


DemonicEgo -- yes, your idea (district instead of block) does sound better than mine. Thanks for the input.


DemonicEgo wrote:
Oh, I have Wayfarers 4 and 5,

I HAVE to ask: Where do you get that? Google doesn't help me exactly and I don't even know what you are talking about. Could you please give me a link?


Wayfarers are free community-created fanzines for Pathfinder. You can find all of their products right here


Oh. and taking another page from Civilization...

Special Respources:

Whale
Fish

and, of course, monsters of various sorts

And, for ruins...

Ship Graveyard
Wreck site


Urath DM wrote:

Wayfarers are free community-created fanzines for Pathfinder. You can find all of their products right here

Thank you so much! ...now I'll go read them.


Im sure seas could be seen as more intensive farming plots.

Just as such costing x to fish.
With docklands, the cost drops.

And as a side effect you get also cheaper ships from access to developed ongoing smallboatbuilding aswell as trained seagoers (fishermen). That is afterall exactly how the british got their royal navy :D

Oh and a larger navy allows for more fishing waters to be controlled, that allows for more fishermen and even smaller bases.. that double as naval bases... and onward goes the wheel of bonuses piling ontop of bonuses.

All of which ultimately leads to a great deal of trade (great navy that can pacify the seas & function as ambassadors, added knowledge of lanes, maps, ports, tradegoods). All of which started from the modest baltic herring.

EDIT: oh and fishfarms arent there to make net food, but to breed specific luxury fish types. Often fed fishmeal made from free fishes caught the old fashion way. The waste in fishmass and pollution etc are universally quite terrible.


Have you taken a look at the Book of River Nations? I am considering using that for the kingdom building part because I have heard the original AP rules are a bit of a mess.

http://paizo.com/products/btpy8kgr?Book-of-the-River-Nations-Complete-Playe rs-Reference-for-Kingdom-Building


Hop -- that is a very nice book and I highly recommend it, it really does seem to clarify some of the rules set forth in Kingmaker as well as catagorizing them for easier reference.

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