Kingdom Administration

The Kingdom is updated once per game month as part of a Kingdom Management Turn.

Running a city is broken down into four phases.
The first phase The Upkeep Phase really deals with the month that has just passed. You check to see whether your people are happy or restless, pay the bills and generally manage the country. The Improvement Phase comes next – and is the time that you can spend your money (BPs) to increase the size of your kingdom, develop the country side or build settlements. During The Income Phase you work out what money is available to go into your treasury – but you can’t spend it until next month. The final Event Phase is a DM generated ‘random Encounter’ for the nation as a whole – there are good events and bad events and you need to be prepared for both.


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 Command 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 your 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.

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:
Fill Vacant Magic Item Slots
If there are any vacant magic item slots in any cities, randomly roll new items to fill these slots.

Step 4: 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 and roads) are lost and must be rebuilt after the hex is reclaimed. Any settlements in that hex become towns that must be annexed if they are to be reclaimed into the kingdom. Finally, if the kingdom employs a Royal Assassin, reduce your total Unrest by 1 at the end of this phase.


During a kingdom’s Improvement phase, take the following actions. 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.

Improvements Per Month

Size Cities Buildings Hexes Roads Countryside
1-10 1 1 1 1 1
11-25 1 2 2 1 1
26-50 1 5 3 1 2
51-100 2 10 4 1 2
101-200 3 20 8 1 3
201+ 4 Unlimited 12 1 4

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); reallocating roles allows you to give every player a chance to play the role of ruler if you wish.

Step 2: Claim Hexes
Each hex on the maps of the Stolen Lands measures 12 miles across, and the PCs’ kingdom must be built hex by hex. To claim 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 claim the hex as part of the kingdom by spending 1 BP. Increase your kingdom’s size (and thus its Consumption) by 1 for each hex you claim. 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 city).

Step 3: Establish and Improve Cities
Prepare land for city districts and then purchase new buildings for your kingdom’s cities. The building’s adjustments to your nation apply immediately. You can also destroy buildings at this time in order to clear a space to build something new; if you destroy a building, don’t forget to remove its benefits from your kingdom’s statistics!

Step 4: Build Roads
Roads have an immediate initial cost but over the long term can pay for the investment handsomely. It costs 1 BP to build a road though a 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.

Step 5: Develop the Countryside
Claimed hexes can be developed to increase the Kingdom’s economy. Some hexes are better suited to different developments, and any hex that is developed cannot become a city hex without first removing existing developments. Note: These rules have been modified from the original and are subject to change.

Farmland: You can develop any grassland or hill hex that contains roads into farmlands to help sustain your kingdom’s Consumption. It costs 2 BP to designate a grassland hex as farmland and 4 BP to designate a hill hex as farmland. A farmland reduces consumption by 2 BP.
Fishery (2 BP in a river or swamp hex; 5 BP in Grass or Wood; hex must have significant water; Swamp hex must have road.) A development that facilitates the catching and processing of fish. A fishery reduces consumption by 1 BP.
Lumber Yard (2 BP in a Woodland hex; 4 BP in a hex with a road or river adjacent to a Woodland) A development that facilitates the cutting and processing of lumber. A Lumber Yard reduces consumption by 1 BP. SPECIAL – if developed in a hex within the Feralwood 2 BP.
Quarry (2 BP Hill or Mountains; 5 BP road or river) A development that facilitates the cutting and dressing of stone. A Quarry reduces consumption by 1 BP.

Special Resources: Some hexes do more than just add size to a kingdom, they also add resources and impact a kingdom’s Stability, Economy, Loyalty, and other elements. If your kingdom includes any special resources they are recorded in this section. Roads and farms are particularly important because you can deliberately develop them.
Bridge: A bridge hex negates the cost increase of building a road that crosses a river.
Building: If you establish a settlement in a hex at a building location, you can incorporate the building for free
Cave: Caves can be used as defensive fallback points and increases a Stability by 1.
Landmarks: Landmarks are sites of great pride, and increases Loyalty by 1.
Ruins: A ruin can be incorporated into a city as a building at half the normal cost.
Resources: A particularly valuable source of lumber, metal, gems, etc increases Economy by 1.
Road: A hex with a road in it allows for much easier travel. For every four road hexes your kingdom controls, the kingdom’s Economy increases by 1. For every eight road hexes your kingdom controls, its Stability increases by 1.
Towns: Any already developed settlement. In order to claim a town hex peacefully, the annexing kingdom must make a Stability check (DC = Command DC). Failure indicates that radicals and upstarts in the town increase your kingdom’s Unrest score by 2d4.

Step 6: Edicts
Pick or adjust your edict levels as you wish.

Edicts (promotions, taxes, and festivals) increase your kingdom’s Stability, Economy, and Loyalty scores. Promotions can include recruitments, advertisements, and even propaganda campaigns. Taxes are payments gathered from a kingdom’s citizens to help pay for Consumption. Festivals, which can also include parades and other public events, can increase the kingdom’s happiness and loyalty.


Taxation Economy Loyalty Modifier
None 0 +1
Light +1 -1
Normal +2 -2
Heavy +3 -4
Overwhelming +4 -8
Promotion Stability BP Increase
None -1
Token +1 +1
Standard +2 +2
Aggressive +3 +4
Expansionist +4 +8
Festivals Loyalty BP Increase
None -1
1 +1 +1
6 +2 +2
12 +3 +4
24 +4 +8


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. Items that individually cost more than 4,000 gp must be sold as detailed under Step 3 below.

Step 2: Withdrawals
You can also withdraw funds from the kingdom’s treasury, but doing so annoys the citizens. Each time you withdraw funds, the kingdom’s Unrest increases by 1. In addition, your kingdom to gain Unrest equal to the total BP withdrawn. Each BP withdrawn in this manner converts into 2,000 gp.

Step 3: Sell Valuable Items
You can attempt to sell items that cost more than 4,000 gp through your city’s markets to bolster your kingdom’s Treasury; these can be items you recover during an adventure or they can be magic items currently held by any of your cities. To sell these items, make an Economy check against your command DC – if just make it you may sell a minor item, if you make it by 10 you may sell a moderate item, if you make it by 20 you may sell a major Item. A failed check indicates the item doesn’t sell. Success indicates that the item sells and you can increase your kingdom’s treasury by 1 BP, 2 BP (for moderate items), or 4 BP (for major items). You can make one Economy check per city district during each Income phase – but may only sell items that district actually has. If you make a sale, but the district does not have an item of the appropriate vale – you can class the item as sold and re-roll to see if you can get a better item for next month.
Note – you may use these sales slots to sell items that you make or find – you get 50% of the value in GP the same as normal. If you choose to take BP Investment instead, you can buy BPs for 3000gp of item sold.

Step 4: Generate Income
Make an Economy check against your Command DC at the end of your Income phase. If you’re successful, divide your result by 5 (dropping any fractions) and increase your Treasury’s BP by that amount.


Adventure specific and random kingdom events occur during this phase. This sort of like checking for random encounters for players.

Kingdom Administration

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