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choose a third

kingdom
attribute and add
your Charisma
modifier to it too.

If you have
Thisthe
should
Leadership feat,
reflect the size
the bonus as from
recorded for
Kingdom Name:the feat the
applies
to all kingdom
Control DC. Government: Autocracy
attributes you
Kingdom Size: affect (one, two,01 - 10
or three
attributes,
Benefit(s): Date:
Total Add Size Districts Other
depending
half your on
Control DC the 20
kingdom's = 0 + + + 20
Charisma
Size).
modifier to Buildings Edicts Events Leadership Resources Alignment
Economy Loyalty.2 If the= 0 + 0 + + 0 + + 2
If youismarry
ruler
someone
unavailable of
Loyalty equal
Benefit(s):
during 2 station,
a turn, Add = 0 + 0 + + 0 + + 2
you
half
you both
your
may can
act act
as
Benefit(s):
as Ruler.
Charisma Add
You
the
your Ruler
Charisma for that
Stability both
modifier
turn, add 0 toyour
negating = 0 + 0 + + 0 + + 0
modifier
Charisma
Loyalty. or may
You
the
Wisdom vacancy modifier
modifiers
act as the
Benefit(s):
penalty fortoRuler
Add the
to theLoyalty.
kingdom
To add a new settlement, adjustfor
your a turn,
Charisma
auto values for Economy, Loyalty, Stability, Fame, Infamy, and Population
having
Benefit(s): no Ruler,
Add
attribute
negating
modifier
Benefit(s):
though you(or
the
or Adddo
Leadership
your
Vacancy
vacancy Charisma
attributes,
Intelligence ifAdd
penaltythe
half
not your
gain
Benefit(s):
modifier
Penalty: the
or
Loyalty
Position kingdom
for the
modifier
Benefit(s):
Intelligence
Ruler
your is
kingdom
to
Filled
benefit.
Charisma large
Add By
or If ECO LOY STA
Strength
decreases
enough).
having
Benefit(s):
Stability.
your no
Dexterity modifier
As by
Ruler, 2.
long
Ruler Wisdom
you
modifier act asmodifier
or the Holidays
to
The
though
DuringStability.
modifier kingdom
Benefit(s):
as one of
you
the or Add
you do
Edict is
Consort Benefit(s):
to
Ruler
WisdomEconomy.
for theAdd
modifier You Expansion
gains
your
present
not
Phase,
Vacancy
Strengthgainnochoosebenefits
Intelligence
for
the 1 any
modifier
your
may
turn,
to Charisma
assume
you
Stability.
Vacancy must
Councilor from
modifier
week
Ruler
one
Penalty:
to the
per
benefit.
kingdom
Loyalty.
Benefit(s): Holiday
ormonth,
Stability
Add Taxation
modifier
leadership
succeed
Penalty: or
at role
a the
Loyalty
edict.
Wisdom
you
attribute
decreases
During During
avoid the modifier
the
by 2.
General your
Loyalty
Vacancy Dexterity
Intelligence
(including checkRuler) Recruitment
decreases
Upkeep
to Economy.
vacancy
Whenever
(Economy,
The
Upkeep kingdom Phase,by 4.
penalty.
you
Phase,
modifier
for
during your
Penalty: the or
to
colony
Stability
Grand Diplomat Unrest
act
Loyalty
cannot
you
Wisdom as
may increases
the Ruler
ormodifier
issue
Economy.
or vassal
kingdom's
and Loyalty state,
Heir by
for 1.
Vacancy
In a typical
the
Stability).
Diplomatic
decrease
to Economy. turn, Addoryou
Unrest
but
Upkeep
decreaseany benefit
Phase
by 2.
Penalty:
campaign
must
your
by 1 succeed
Dexterity
Exploration
(this wherein at
High Priest Vacancy
you
or Unrest
During the not
provide is
Consumption
Economy
the
a
Vacancy
Penalty:
this kingdom
Loyalty
modifier
edicts.
affected
increases orcheck
by
role Phase,
is 1 less
by 1.
Upkeep
Magister decreases
leaders
during
Intelligence
having
Penalty:
Benefit(s):
Economy
than thehave
the
normal; byifno
Add 4.
Unrest increases
The
ties
kingdom's
modifier
Leadership
Economy
your
decreases
you kingdom
to actual
to
Constitution this
byfeat);
4.
Marshall 1.do
Vacancy
by so, you
Royal Enforcer
cannot
nobility,
ifUpkeep
attribute.
modifier
must
Penalty:
taxes—during
"someone
or Unrest
docollect
you spend
decreases Phase
so,by
or
None. 7
of at
you4. Treasury:
must
Strength
days succeed
that modifier
month
Spymaster the
equal
Vacancy
a
to Edict
increases
Loyalty station"
Loyalty.
performing Phase,
by 1.is
check
when
irrelevant
Penalty:
or Loyalty
duties you would
and
Treasurer normally
your
Vacancy
Economy marriage collect is
decreases
Vacancy
appropriate byto 1.
Viceroy taxes,
between
Penalty:
decreases
Penalty: the
that leadership two
None.
by
Loyalty 4. Fame
kingdom
Rulers.
During
Vacancy
and In
the
Stability
role in addition to does
a
Warden
not
the collect
campaign
Upkeep
Penalty:
decrease7 days taxes
where
Phase,
None.
by spent2.
at
the all and the Infamy
for Viceroy are
Unrest leadersincreases
taxation
nobles
by 1.
duties. or level
royals, is
considered
marrying
Terrain Improvements
"none."
someone Owned Tile Types Owned
Vacancy of
Type lesser
QTY Penalty: station
ECO If youLOY STA POP CON Type QTY POP
means
have no theViceroy
Aqueduct Cavern
spouse
for your becomes vassal
Canal a Consort Desert
state, treatratherit as if
Bridge than a Ruler.
it had the Ruler Forest
Farm vacancy penalty. Jungle
Vacancy
Fishery Penalty: A Hills
kingdom without
Fort Mountains
a ruler cannot
claim new
hexes, create
Farms, build
Roads, or
purchase
settlement
a Consort rather
than a Ruler.

Vacancy
Penalty: A
kingdom without
a ruler cannot
Highway claim new Plains
Mine hexes, create Swamp
Farms, build
Quarry Roads, or Deep Water
Road purchase
settlement
Sawmill districts. Unrest
Watchtower increases by 4
during the
kingdom's
Upkeep Phase.
Instead of
creating a new
settlement, your
kingdom may
create a new
army unit (see
Mass Combat),
expand or equip
an existing army
utocracy Alignment: LG Population: 0 unit, or bring an
Terrain existing army
improvements. unit back to full
This includes strength. A
Year Month Day
farms, fisheries, Recruitment
Date: forts, mines, Edict requires a
quarries, and Loyalty check to
sawmills. successfully
The amount of
Skill Government Unrest Other Ter. Impr. create an you
buildings army
+ + + 0 + + 0 in
can any Fortin one
build
(terrain
turn, based on
improvement)
kingdom size. or
+ + + 0 + + 0 Settlements 1 in
The
Thisa settlement
amount
also counts of
This arepresents
withupgrading
Barracks
improvements
for
the percent or
The
(Medium
you number
can
demolishing or ofofin
build
+ + + 0 + + 0 Buildings 1 your
hexes
smaller
one population
you
turn, can
armies
based
buildings.
that you can
claim
only),
on per turn,
Castle,
kingdom or
size.
recruit
based
Garrison. and
on
Improvements 2 The
kingdomnumber
sustain.
Creating size(as
The
extra % is
a
andpercentage)
determined
armies theper by is
current
turn
Edicts the percent of
the recruitment
expansion
requires a edict.
ECO LOY STA CON Hex Claims 1 your
edict. population
Manpower
separate Loyalty
that
counts
check aretofor
elite
create,
Holidays Quarterly 0 0 1d3
Terrain soldiers
standard
and the DC that can
troops
Expansion Standard 0 0 0 0improvements.Buildings that
Manpower 10 be recruited.
This includesproduce fame
(second
increaseslevel by The
5
Taxation Normal 0 0 % is determined
fighters)
for each army or a
farms, fisheries,
also have by thethe
raised militia
Recruitment Normal 0 0 forts, Elites
mines,consumption1 after first,
This is the recruitment
(first
and eachlevel).
number quarries,
you andcosts. edict.
additional army
divide bysawmills.
to you raise in a
Total Size Districts Ter. Impr.
determineFame Other
kingdom turn
Consumption 0 = 0 + 0 + 0income.
+ It is0 set +
generates 1
by the taxation point of Unrest.
edict.
Income
reasury: Divisor 3 Unrest: 0

Total Base Lore/10 Society/10 Size Bonus Buildings Events Other


0 = 0 + 0 + 0 + 0 + 0 + +
Corruption/10 Crime/10
0 = 0 + 0 + 0 + 0 + 0 + +

Notes and Events


rechecking a
one month if
The atmosphere item is found
A settlement's
generated by a A settlement's be unavailab
corruption
settlement's economy helps in a city, town
modifies all Bluff
crime level its citizens makevillage, up
checks made
applies as a money, and thusto the maxim
against city
modifier on it applies as a listed for eac
officials or
Settlement Name: guards and all Sense Motive
Base Value: 100 on all settlement
modifier
regardless
si
of
checks to avoid Craft, Perform,
Stealth checks how many
being bluffed and Profession
made outside
and to Sleight of checks made tobuilding
Corruption: (but not inside Crime:
-2 -2 Productivity: -2 improvement
Hand checks generate
buildings or have been
made to pick income.
underground). constructed t
pockets.
raise the
settlement’s
base value.
Items over th
limit can be
purchased on
at the GM’s
discretion.

Buil
ECO LOY STA COR

0 0 0 0

Type QTY ECO LOY STA COR CRI PRO LAW LOR SOC DEF FAM INF
number that
rechecking afterA settlement's gives a gene
one month if law modifier idea of how
item is found to applies on A settlement's dangerous it
A settlement's be unavailable) Intimidate lore modifier A settlement's live in the
economy helps in a city, town, or checks made to applies on society modifier settlement. If
its citizens makevillage, up force an Diplomacy applies on all is
Population use wanderin
money, and thusto the maximumopponent to act checks made to Disguise checks,
modified by monster char
it applies as a listed for each friendly, gather as well as on size.
settlement that uses
modifier on all settlement
Defense: size,Diplomacy
0 information and
Population: 0 Diplomacy Size (in lots) percentile dic
Craft, Perform, regardless of checks against Knowledge checks made to and ranks its
and Profession how many government checks made alter the attitude encounters fr
checks made tobuilding officials, or using the city's of any non- lowest Cr to
generate improvements
Law: -2
Diplomacy Lore: -2
resources to do Society: -2
government Danger: highest CR, u
income. have been checks made to research when official. the modifier
constructed thatcall on the city using a library. associated w
raise the guard (see the settlemen
settlement’s sidebar). danger value
base value. adjust rolls o
Items over this Magic Items the encounte
limit can be chart.
purchased only
at the GM’s
discretion. Potions Scrolls Wondrous Items Other

Buildings
CRI PRO LAW LOR SOC DEF FAM INF POP BVAL CON

0 0 0 0 0 0 0 0 0 0 0
Totals

POP BVAL CON Type QTY ECO LOY STA COR CRI PRO LAW LOR SOC DEF
number that
gives a general
idea of how
dangerous it is to
live in the
settlement. If you
use wandering
monster chart
that uses
percentile
Village dice
(1-4)
and ranks its
encounters from
lowest Cr to
-10
highest CR, use
the modifier
associated with
the settlement's
danger value to
adjust rolls on
the encounter
chart.

Other
FAM INF POP BVAL CON
Productivity
Law (note not
Name ECO LOY Economy
STA Loyalty
COR Stability
CRI Corruption
PRO Crime
LAW (Economy
LOR SOCfor
Lore
DEF Society
DAN Defense
FAM Danger
INF Fame
POP InfamyPopulation
needed)
settlements)
Alignments
LG 2 2 0
LN 2 0 2
LE 4 0 0
NG 0 2 2
NN 0 0 4
NE 2 0 2
CG 0 4 0
CN 0 2 2
CE 2 2 0

Edict (Expansion)
Isolationist -2 1 2
Cautious -1 0 1
Standard 0 0 0
Aggressive 1 -1 -1
Imperialist 2 -2 -2

Edict (Holidays)
None -2 -4
Annual -1 -2
Quarterly 0 0
Monthly 1 2
Weekly 2 4

Edict (Taxation)
Minimal 2 2
Light 1 1
Normal 0 0
Heavy -2 -4
Crushing -4 -8

Edict (Recruitment)
Pacifist 2 2 2 0
Peaceful 1 1 1 0
Normal 0 0 0 0
Aggressive -1 -1 0 1
Warlike -2 -2 0 2

Buildings
Academy 2 2 0 0 0 1 0 2 2 0 0 1 0 100
Aerie 0 0 2 0 0 0 0 0 0 1 0 0 0 10
Alchemist 1 0 0 0 0 0 0 0 0 0 0 0 0 10
Arena 0 0 4 0 1 0 0 0 0 0 0 1 0 100
Assembly 2 0 1 1 0 0 1 0 2 0 0 1 0 50
Bank 4 0 0 0 0 0 0 0 0 0 0 0 0 10
Bardic College 1 3 1 0 0 0 0 0 0 0 0 1 0 50
Barracks 0 0 0 0 0 0 1 0 0 2 0 0 0 20
Baths 1 0 1 0 0 0 0 0 0 0 0 0 0 20
Black Market 2 0 1 2 2 0 0 0 0 0 0 0 0 20
Bordello 1 1 0 1 1 0 0 0 1 0 0 0 0.334 20
Brewery 0 1 1 0 0 0 0 0 0 0 0 0 0 20
Brickyard 1 0 1 0 0 1 0 0 0 0 0 0 0 50
Bridge 1 0 0 0 0 0 0 0 0 0 0 0 0 0
Bureau 1 -1 1 1 0 0 1 0 0 0 0 0 0 20
Caster's Tower 1 1 0 0 0 0 0 0 0 0 0 0 0 10
Castle 2 2 2 0 0 0 0 0 0 8 0 1 0 200
Cathedral 0 4 4 0 0 0 2 0 0 0 0 1 0 100
Cistern 0 0 1 0 0 0 0 0 0 0 0 0 0 0
City Wall -0.25 0 0.25 0 0 0 0 0 0 1 0 0 0 0
Colossus 2 4 2 0 0 0 2 0 0 0 0 1 0 0
Courthouse 0 2 0 -1 -1 0 2 0 0 0 0 0 0 20
Crematorium 0 0 1 0 0 0 0 0 0 0 0 0 0 10
Dance Hall 1 2 0 1 1 0 0 0 0 0 0 0 0 30
Dump 0 0 1 0 0 0 0 0 0 0 0 0 0 10
Everflowing Spring 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Exotic Artisan 1 0 1 0 0 0 0 0 0 0 0 0 0 10
Foreign Quarter 3 0 -1 0 1 0 0 1 2 0 0 0 0 100
Foundry 1 0 1 0 0 1 0 0 0 0 0 0 0 50
Gambling Den 2 0 0 1 1 0 0 0 0 0 0 0 0.334 20
Garrison 0 2 2 0 0 0 0 0 0 0 0 0 0 200
Granary 0 1 1 0 0 0 0 0 0 0 0 0 0 0
Graveyard 0 1 0 0 0 0 0 0 0 0 0 0 0 0
Guildhall 2 2 0 0 0 2 1 0 0 0 0 0 0 100
Hanging Gardens 2 2 0 0 0 0 0 1 2 0 0 1 0 20
Herbalist 0 1 1 0 0 0 0 0 0 0 0 0 0 10
Hospital 0 1 2 0 0 2 0 1 0 0 0 0 0 100
House 0 0 0 0 0 0 0 0 0 0 0 0 0 50
Inn 1 1 0 0 0 0 0 0 1 0 0 0 0 30
Jail 0 2 2 0 -1 0 1 0 0 0 0 0 0 50
Library 1 1 0 0 0 0 0 1 0 0 0 0 0 10
Lighthouse 2 0 2 0 0 0 0 0 0 0 0 0 0 10
Lumberyard 1 0 1 0 0 1 0 0 0 0 0 0 0 50
Luxury Store 1 0 0 0 0 0 0 0 0 0 0 0 0 10
Magic Shop 1 0 0 0 0 0 0 0 0 0 0 0 0 10
Magical Academy 2 0 0 0 0 0 0 2 1 0 0 1 0 50
Magical Streetlamps 0 0 0 0 -1 0 0 0 0 0 0 0 0 0
Mansion 0 0 1 0 0 0 1 0 1 0 0 0 0 30
Market 2 0 2 0 0 0 0 0 0 0 0 0 0 100
Menagerie 1 0 0 0 0 0 0 0 0 0 0 1 0 100
Military Academy 0 2 1 0 0 0 1 1 0 0 0 1 0 100
Mill 1 0 1 0 0 1 0 0 0 0 0 0 0 20
Mint 3 3 1 0 0 0 0 0 0 0 0 1 0 10
Moat -0.25 0 0.25 0 0 0 0 0 0 1 0 0 0 0
Monastery 0 0 1 0 0 0 1 1 0 0 0 0 0 50
Monument 0 1 0 0 0 0 0 0 0 0 0 0 0 0
Museum 1 1 0 0 0 0 0 2 1 0 0 1 0 20
Noble Villa 1 1 1 0 0 0 0 0 1 0 0 1 0 50
Observatory 0 0 1 0 0 0 0 2 0 0 0 0 0 10
Orphanage 0 0 1 0 0 0 0 0 0 0 0 0 0 50
Palace 2 6 2 0 0 0 2 0 0 0 0 1 0 200
Park 0 1 0 0 0 0 0 0 0 0 0 0 0 0
Paved Streets 2 0 1 0 0 2 0 0 0 0 0 0 0 0
Pier 1 0 1 0 1 0 0 0 0 0 0 0 0 20
Sacred Grove 0 1 1 0 0 0 0 0 -1 0 0 0 0 10
Sewer System 0 1 2 0 1 1 0 0 0 0 0 0 0 0
Shop 1 0 0 0 0 1 0 0 0 0 0 0 0 20
Shrine 0 1 0 0 0 0 0 0 0 0 0 0 0 10
Smithy 1 0 1 0 0 0 0 0 0 0 0 0 0 10
Stable 1 1 0 0 0 0 0 0 0 0 0 0 0 10
Stockyard 1 0 -1 0 0 1 0 0 0 0 0 0 0 100
Tannery 1 0 1 0 0 0 0 0 -1 0 0 0 0 20
Tavern 1 1 0 1 0 0 0 0 0 0 0 0 0 20
Temple 0 2 2 0 0 0 0 0 0 0 0 0 0 50
Tenement 0 0 0 0 0 0 0 0 0 0 0 0 0 100
Theater 2 0 2 0 0 0 0 0 0 0 0 0 0 50
Town Hall 1 1 1 0 0 0 1 0 0 0 0 0 0 50
Trade Shop 1 0 1 0 0 1 0 0 0 0 0 0 0 10
Tunnels 1 0 1 0 1 0 0 0 0 0 0 0 0 0
University 3 3 0 0 0 0 0 0 0 0 0 1 0 200
Warehouse 1 0 0 0 0 1 0 0 0 0 0 0 0 20
Watchtower 0 0 1 0 0 0 0 0 0 2 0 0 0 20
Waterfront 4 0 0 0 0 2 0 0 0 0 0 0 0 200
Watergate 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Waterway 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Windmill 1 0 0 0 0 1 0 0 0 0 0 0 0 10
Terrain Types
Cavern 20 25
Cold 10 25
Desert 5 25
Forest 5 50
Jungle 15 25
Hills 0 50
Mountains 10 25
Plains 0 100
Swamp 10 25
River 0 x2
Coastline 0 x2
Deep Water 5 0

Terrain Improvements
Aqueduct 1 1 0 0
Bridge 0 25
Canal 0 25
Farm 0 100
Fishery 0 50
Fort 2 4 -10 50
Highway 0.25 0.125 -5 25
Mine 1 5 25
Quarry 1 0 25
Road 0.25 0.125 0 0
Sawmill 1 0 25
Watchtower 1 2 -5 25

Settlement Size
Village (1-4) -2 -2 -2 -2 -2 -2 -10 0.5
Town (5-16) 0 0 0 0 0 0 0 1
City (17-36) 1 1 1 1 1 1 5 2
Metropolis (36+) 1 1 1 1 1 1 5 2

Kingdom Size
01 - 10 0 0
11 - 25 1 0
26 - 50 2 0
51 - 100 3 0
101 - 200 4 0
201+ 5 0
Governments
Autocracy 0 0 0 0 0 0
Magocracy 0 0 -1 0 2 -1
Oligarchy 1 0 0 -1 -1 1
Overlord 1 -1 0 1 0 -1
Republic 0 -1 1 -1 1 0
Secret Syndicate 1 1 1 -3 0 0
Theocracy -1 0 0 1 1 -1
Settlements
Buildings
and
Terrain
you
Economy divisor, Maximum base
Base Value Hex claim Manpower (as armies can
per make
turn
improvements
each
anger
Fame Infamy
BVAL Population
CON HEXConsumption
EDV MANused for taxation
ELIT BVMElites (as
value
STLMT %) for TRN
BLDG
Modifier modifier %) based on
turn, based
per turn,
on based
edicts settlements
kingdomkingdom
size onsize.
kingdom size

-1 -1
0 0
0 0
1d4 1
2d4 2

0
1
1d3
1d6
1d12

5
4
3
2.5
2

1 0
5 0
10 1
15 3
20 5

0 1
0
1000
0 1
0 1
2000
0 1
0
0
2000
0
0
0
0
0
0
0 1
0 1
0
0
0 1
0
0
0
0
0
0
0
0
0
0
0
0
1000
0
0
0
0
500
0
0
0
0
2000
2000
0 1
0
0
2000
0 1
0 1
0
0 1
0
0
0
0 1
0 1
0
0
1000 1
0
0
1000
0
0
500
0
0
500
0
0
500
0
0
0
0
500
0
0 1
0
0
4000
0
0
0
-2
-1
1

-1
-1

-1

100 1 1000
500 1 4000
1000 2 8000
1000 2 16000

1 1 1 2
2 1 2 3
3 1 5 5
4 2 10 7
8 3 20 9
12 4 Inf. 12

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