Kingdom Rules

Alignment:
A kingdom’s alignment affects its statistics in minor ways. There are benefits associated with all alignments. Lawful kingdoms gain a +2 bonus on Economy checks. Chaotic kingdoms gain a +2 bonus on Loyalty checks. Good kingdoms gain a +2 bonus on Loyalty checks. Evil kingdoms gain a +2 bonus on Economy checks. Neutral kingdoms gain a +2 bonus on Stability checks (a truly neutral kingdom gains this bonus twice).

A change in alignment can be made, but increases Unrest by 5 (see below).

Size:
Count the number of hexes your kingdom comprises. This number affects a kingdom’s Consumption and its Control DC. Population: Actual population numbers do not factor into your kingdom’s statistics, but it can be fun to track the number anyway. A kingdom’s population is equal to its size × 150 + the total population of each of its cities.

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.

Kingdom Statistics:
Stability
Economy
Loyalty

(Note: the Ruler and Spymaster are able to choose which statistic they wish to modify with their bonuses, and can change it month to month)

These three values are analogous to saving throws, and you make a check against each of them once a month, using the kingdom’s Control DC (see above). These are modified by buildings in your cities, how you develop the land outside the cities, the leaders you choose and any edicts you make. High modifiers are good, remember your Control DC goes up each time you add a hex. While failing a check is not catastrophic, it does make life more difficult for you.

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. High Unrest is bad for your kingdom. If unrest gets to 20 – it’s ‘game over’ for this kingdom.

Consumption:
Indicates how many BP it costs each month to keep the kingdom functioning. Consumption: A kingdom’s prosperity is measured by the Build Points (abbreviated BP) in its treasury, and its Consumption indicates how many BP it costs to keep the kingdom functioning. A kingdom’s Consumption is equal to its size plus the number of city districts it contains plus adjustments for Edicts minus developed hex modifiers. If a kingdom is unable to pay its Consumption, its Unrest increases by 2.

Treasury:
How many BPs there are available to pay Consumption and other costs. As your kingdom earns money, favours, resources, and power, its Build Point total increases.

Leadership:
Write in the names of the PCs or NPCs filling each of the 11 leadership roles here, along with their appropriate modifiers. The roles themselves, and their modifiers, are described in the Build a Kingdom section.

The Leadership Positions
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. In order for a Leadership role to grant its bonus, the character in that particular role must spend at least 1 week per month engaged in various leadership duties (during which time the PCs must be located within a hex that is part of their 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.

Ruler
The Ruler is the primary leader of the kingdom. Unlike the other leadership roles, a ruler uses one of three distinct titles, depending on the current size of the kingdom. For a kingdom of size 1–20, its ruler is known as a baron or baroness. For a kingdom of size 21–80, its ruler is known as a duke or duchess. A kingdom of size 81 or higher is ruled by a king or queen.
Benefit A baron or baroness chooses one of a nation’s statistics (Economy, Loyalty, or Stability) and modifies that score by a value equal to the character’s Charisma modifier. A duke or duchess chooses two of these values to modify. A king or queen modifies all three values.
Vacancy Penalty A kingdom without a ruler cannot claim new hexes, create farmlands, build roads, or purchase city districts. Increase Unrest by 4 during each Upkeep phase in which the kingdom has no ruler.
Special – Two characters can fill this role if they become married, in which case the two rulers can jointly command the kingdom. Both rulers apply their Charisma modifiers to the kingdom’s Stability, Economy, and Loyalty checks as appropriate for their rank, and as long as one of the two rulers is present for 1 week per month, they avoid the vacancy penalty.

Treasurer
Organizes tax collection, and manages the treasury.
Benefit Increase Economy by a value equal to the Treasurer’s Intelligence or Wisdom modifier.
Vacancy Penalty Reduce Economy by 4; the kingdom cannot collect taxes.

High Priest
Guides the kingdom’s religious needs and growth.
Benefit Increase Stability by a value equal to the High Priest’s Wisdom or Charisma modifier.
Vacancy Penalty Decrease Stability and Loyalty by 2. Increase Unrest by 1 during each Upkeep phase in which the kingdom has no High Priest.

Magister
Guides a kingdom’s higher learning and magic.
Benefit Increase Economy by the Magister’s Intelligence or Charisma modifier.
Vacancy Penalty Decrease Economy by 4.

Grand Diplomat
Oversees international relations
Benefit Increase Stability by a value equal to the Grand Diplomat’s Intelligence or Charisma modifier.
Vacancy Penalty Decrease Stability by 2; the kingdom cannot issue Promotion Edicts.

Councilor
Ensures that the will of the citizenry is represented.
Benefit Increase Loyalty by a value equal to the Councilor’s Wisdom or Charisma modifier.
Vacancy Penalty Decrease Loyalty by 2; the kingdom cannot gain benefits from festivals. Increase Unrest by 1 during each Upkeep phase in which the kingdom has no Councilor.

Spymaster
Observes the kingdom’s underworld and criminal elements and spies on other kingdoms.
Benefit Increase Loyalty, Economy, or Stability (Spymaster’s choice) by a value equal to 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).
Vacancy Penalty Reduce Economy by 4 because of out-of-control crime. Increase Unrest by 1 during each Upkeep phase in which the kingdom has no Spymaster.

Warden
Leads the kingdom’s defense and city guards.
Benefit Increase Loyalty equal to the Warden’s Strength or Constitution modifier.
Vacancy Penalty Reduce Loyalty by 4 and Stability by 2.

Arbiter (aka Marshal)
Helps organize patrols and enforces justice in rural and wilderness regions.
Benefit Increase Economy by a value equal to the Marshal’s Dexterity or Wisdom modifier.
Vacancy Penalty Decrease Economy by 4.

General
Commands the kingdom’s armies and is a public hero.
Benefit Increase Stability by a value equal to the General’s Strength or Charisma modifier.
Vacancy Penalty Decrease Stability by 4.

Captain of the Brute Squad (aka Royal Assassin) can serve as a public executioner, a headsman, or a shadowy assassin.
Benefit Increase Loyalty by a value equal to the Royal Assassin’s Strength or Dexterity modifier. Fear inspired by the Royal Assassin reduces Unrest by 1 during each Upkeep phase.
Vacancy Penalty A kingdom without a Royal Assassin suffers no Vacancy Penalty.

Kingdom Rules

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