Pathfinder Kingdom Building Rules

114202 cn gl
Below are links, and some information, about the Pathfinder Kingdom Building rules presented in second module of the Kingmaker series called “The Rivers Run Red”

In general, the kingdom creation and management rules address founding the kingdom (by claiming hexes on the map that you’ve already explored), improving the kingdom (by building things like roads, farms, cities, and all the pieces and parts of cities), and seeing how well the kingdom functions economically, politically, socially, and legally. There are four separate phases that we’ll go through each month of game time: kingdom upkeep, kingdom expansion/improvement, kingdom income, and kingdom events. The first, third, and fourth phases consist of die rolls by various leadership personnel, modified by a variety of things like stats, buildings built, and other things based on previous decisions made. The second phase is like a traditional civilization building game, wherein you guys will decide where to expand, what to build, how to arrange it all (on the region map and eventually on individual city maps), and on what time table.

Leadership Roles: Your kingdom has 11 distinct leadership roles, which can be filled by PCs or NPCs. Characters of either sort may switch out of and into different roles at any time without penalty, as long as there is a good story-based reason to do so. Each position, when filled, provides certain advantages to the kingdom, and creates certain disadvantages if ever not filled. The current tally of open and filled positions can be found by visiting the X Link.

Based on your previous discussions, it has been established that the government of Stormgaard will be a neutral good state. This choice provides Stormgaard with a bonus to Stability and Loyalty checks each month.

Kingdom Management Overview
Each turn of the system lasts one month of game time. Your first check will occur the last day of X. The Forgotten Realms calendar, called the Harptos Calendar is located here. .

Each turn lasts a month, and is made up of 4 phases, which are dealt with in order. The rolls for each phase (and the steps in each) are said to be made, that is, finalized in the story, on a given day in the month. For the purposes of the Stormgaard campaign, you will always make the check on the last day of the month. The four phases are dealt with in order, but should be taken as representing the entire month of events and issues. The phases are listed below, along with a brief summary of each.

  1. Upkeep Phase: The kingdom’s overall stability is determined here, and is rolled by the ruler. It sets the trend for the next entire month, or in the case of putting it last, describes what it’s been like for the last month. This is also the phase where ‘consumption’ is paid – that is, you pay up in ‘Build Points’ (BPs) to support your kingdom. The bigger the kingdom, the higher the cost, but also bigger=more potential for revenue. Magic items are also replenished here. Yep – the shops and markets in your cities may carry magic items, and those that are sold or otherwise used up in-game are replenished at this point, up to a given city’s GP max. Finally, the level of unrest in the kingdom impacts things at this point, if it’s high enough to do so.
  1. Improvement Phase: This is where you can, in order, change out leadership positions, claim new land (hexes), establish and improve cities, build roads, establish farmlands, and issue edicts (laws and other proclamations). This is where you guys will make the most decisions, spend your kingdoms BPs, and customize it. There are several pages of things you can buy and put in cities, for example.
  1. Income Phase: At this point, you’ll do the following in order: deposit your own money in the kingdom’s treasury to increase the number of BPs you have (this is where adventuring gains can help you build your kingdom); withdraw money from the treasury (yes, you can take money from the kingdom…do it too much and the people get pissed off, however); sell valuable items (things worth more than 4000gp each) – this will generate cash, which you can then use in the same manner as in the first part of this phase; and generate revenue (collect taxes, and otherwise make money off the success of your kingdom).
  1. Kingdom Events Phase: Stuff happens. Sometimes it’ll happen in your kingdom…sometimes good; sometimes bad. This is somewhat akin to wandering monster tables of the olden days, but presented in a manner that they can impact how your kingdom operates. Combating some of the negative events can be handled simply through a corresponding role, while others will involve actual encounters, adventure and role playing.

For those interested in seeing a quick overview of your checks and the process (laid out in a single page) during the first two months of your kingdom, click here: Kingdom Building Guide Sheet.

Return to the Main Page

Pathfinder Kingdom Building Rules

Kingmaker: The Rise of Stormgaard RaleighDND