reverse-engineering the NPC kingdoms


Kingmaker Second Edition


The AP fails to tell us any of the kingdom stats for any of the NPC kingdoms we encounter. So I thought I'd begin reverse-engineering them, to find some of their relevant stats...

Thanks,
Franklin

I. Varnhold
https://fcain.tripod.com/pf1/Varnhold_map.jpg

Quote:

(page 90)

DS5. VARNHOLD
Varnhold is a town that has 1 Water border and 3 Land borders. It occupies four blocks on the Urban Grid, and all 16 of its lots have structures built. These consist of the following: Brewery, Houses (4), Inn, Shrine, Smithy, Stable, Tannery, Town Hall, Trade Shop (gemcutter), Trade Shop (potter), Trade Shop (tailor), and Trade Shop (weaver).

The minimum kingdom level that Varnhold can be, to have built all of these structures, is level 3.

The commodities needed for the Town Hall (4 Lumber, 4 Stone) will push the limits of a beginning kingdom (max. of 4, for any single commodity), but is still doable.

II. Fort Drelev
https://fcain.tripod.com/pf1/Drelev_map.jpg

Quote:

(pages 104-105)

DR2. FORT DRELEV
Fort Drelev is a town that has 2 Water borders and 2 Land borders (one of which also has a Wooden Wall). The town occupies four blocks on the Urban Grid, and all 16 of its lots have structures built. These consist of the following: Festival Hall, Houses (4 lots), Inn, Keep, Piers (2), Smithy, Stable, Tavern (Popular), Temple, and Watchtower.

The minimum kingdom level that Fort Drelev can be, to have built all of these structures, is level 7 (from the Temple).

The commodities needed for the Keep (8 Lumber, 8 Stone) require that Drelev's kingdom be at least 10 hexes in size.

III. Pitax

Quote:

(page 395)

Pitax has one Water border and three Land borders; all of the Land borders have Stone Walls. The city has the Paved Streets infrastructure, and occupies all nine blocks on its Urban Grid, with all 36 lots containing structures. These consist of nine (9) houses, an alchemy lab, a barracks, an illicit market, a cathedral, a graveyard, a guild hall, an inn, a palace, a popular tavern, a secure warehouse, a shrine, two specialized artisans, a theater, and a waterfront.

The minimum kingdom level that Pitax can be, to have built all of these structures, is level 15 (from the Cathedral and the Palace). And since Pitax will eventually be in an open war against the PCs' kingdom, that means that Pitax's armies will be level 15 as well.

The large amounts of commodities needed to have built either the Cathedral (20 Lumber, 20 Stone) or the Palace (20 Lumber, 12 Luxuries, 15 Ore, 20 Stone) requires that the kingdom of Pitax be at least _100_ hexes in size.

Sovereign Court

No Kingdoms but the PCs kingdom is designed using the kingdom building rules so I'm not sure house useful this is.

Just like in PF2e when NPCs don't follow PC rules.


I'm of the mindset that (for the most part) the rules should work in _both_ directions.

(The obvious exception being when the Ultimate Villain needs to escape, to plague the PCs again in the future, he can have a Deus Ex Machina. But even then, I usually find a way to engineer this without breaking the rules.)

Those few times I get to be one of the players (instead of the usual GM), it actually outrages me when an NPC (who is _not_ the big bad) gets to flaunt the rules egregiously.

Also, I find that if I can not create a viable challenge to the players using the same rules I expect them to follow, then maybe there is an underlying flaw with those rules.

I understand that my philosophy is not for everyone. And I am OK with that. Whatever works for you and your players is good enough. I'm just saying, this is what works best for me.

Thanks,
Franklin

Sovereign Court

It's a valid philosophy. It's the Simulationist approach. Many systems follow it. PF1e did.

It's just a philosophy that PF2e has already outright rejected.

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