TEXT:  
  
   
  
  ii
  ii
  Credits ������������������������������������������������������������������������������������������������������������������������������������
  Author: Jason Nelson
  Artists: Bruno Balixa, Jesus Blones, Tyler Clark, Ivan Dixon, William Hendershot, Frank Hessefort, Mi-
  chael Jaecks, Jason Juta, Tom Kilian, Tim Kings-Lynne, Michal Matczak, Anastasia Nicholls, Beatrice Pelagatti, 
  Daniel Robinett, Tanyaporn Sangsnit, Joe Slucher, Colby Stevenson, Simon Sweetman, Jon Tonello, Rian Trost, 
  Steve Wood
  Development: Mike Kimmel
  Design and Layout: Rick Kunz
  Legendary Games Team Members:  Alex Augunas, Clinton J. Boomer, Robert Brookes, Benjamin Bruck, 
  Paris Crenshaw, Matthew Goodall, Jim Groves, Amanda Hamon Kunz, Thurston Hillman, Tim Hitchcock, 
  Victoria Jaczko, Jenny Jarzabski, N. Jolly, Jonathan H. Keith, Michael Kortes, Jeff Lee, Nicolas Logue, Will 
  McCardell, Jason Nelson, Jen Page, Richard Pett, Tom Phillips, Alistair Rigg, Loren Sieg, Amber Scott, Mark 
  Seifter, Tork Shaw, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Greg A. Vaughan, Mike Welham, Linda 
  Zayas-Palmer, and Clark PetersonPublisher: Jason Nelson
  Executive Partner: Neil Spicer
  Founder: Clark Peterson
  Business Director: Rachel Ventura
  Art Director: Rick Kunz
  Kingdoms © 2016, Legendary Games; 
  Author Jason Nelson, adapted by Mike 
  Kimmel.
  ISBN-13:978-1535518710 
  ISBN-10:1535518715 
  First printing July 2016.
  Printed in USA.  
  Legendary Games
  3734 SW 99th St.
  Seattle, WA 98126-4026
  makeyourgamelegendary.com
   
  
  iii
  iii
  LegaL 
  Open Content: Subject to designation as Product 
  Identity (see below), the only portion of this Legendary 
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  the rules content (creature stat blocks and names of 
  skills, etc., taken from the SRD) as defined in the Open 
  Game License version 1.0a Section 1(d). The front and 
  back cover, back matter, introduction and Credits page, 
  as well all other parts of this product including all text 
  not specifically designated as Open Game Content is not 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of 
  the Coast, Inc.
  Kingdoms © 2016, Legendary Games; Author 
  Jason Nelson, adapted by Mike Kimmel.
  System Reference Document. © 2000, Wizards of 
  the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  System Reference Document 5.0 Copyright 
  2016, Wizards of the Coast, Inc.; Authors Mike 
  Mearls, Jeremy Crawford, Chris Perkins, Rodney 
  Thompson, Peter Lee, James Wyatt, Robert J. 
  Schwalb, Bruce R. Cordell, Chris Sims, and Steve 
  Townshend, based  on original material by E. 
  Gary Gygax and Dave Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Pathfinder Roleplaying Game Core Rulebook. 
  © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder 
  Roleplaying 
  Game 
  Ultimate 
  Campaign © 2013, Paizo Publishing, LLC: 
  Authors: Jesse Benner, Benjamin Bruck, Jason 
  Bulmahn, Ryan Costello, Adam Daigle, Matt 
  Goetz, Tim Hitchcock, James Jacobs, Ryan 
  Macklin, Colin McComb, Jason Nelson, Richard 
  Pett, Stephen Radney-MacFarland, Patrick Renie, 
  Sean K Reynolds, F. Wesley Schneider, James L. 
  Sutter, Russ Taylor, and Stephen Townshend.
   
  
  iv
  iv
  SettlementS �������������������������������������3
  The Settlement Stat Block........................3
  Sample Settlements .................................. 7
  Kingdom Building ������������������������8
  Leadership Roles  .................................... 11 
  Build Points ............................................. 15
  Kingdom Turn Sequence........................18
  Edicts ........................................................19
  Terrain Improvements............................21
  Special Terrain ......................................... 23
  Settlements and Districts........................23
  Founding a Settlement............................25 
  Magic Items in Settlements....................26
  Buildings .................................................. 27
  Events ....................................................... 35
  optional Kingdom RuleS ������� 39
  Edicts ........................................................40 
  Diplomatic Edicts
  Exploration Edicts
  Trade Edicts
  Vassalage Edicts
  Expanding Settlement Modifiers...........45
  Fame and Infamy.....................................45 
    Forms of  Government............................45 
  Independence and Unification..............46 
  legendaRy WaRfaRe �������������������48
  Army Statistics .........................................49
  Battle Phases ............................................50
  Battlefield Conditions.............................50
  Army Tactics ............................................ 52
  Strategy ..................................................... 53
  Victory, Rout, or Defeat...........................53
  Commanders ........................................... 54
  Command Boons .................................... 55
  Army Resources .......................................56
  Special Abilities ....................................... 57
  Optional Mass Combat Rules................60
  Sample Armies .........................................61
  index of taBleS
  Table 1: Settlement Population Ranges  
  3
  Table 2: Settlement Statistics ................................................5
  Table 3: Available Magic Items..............................................5
  Table 4: Starting from Scratch............................................16
  Table 5: Expansion Edicts ...................................................19
  Table 6: Holiday Edicts .......................................................19
  Table 7: Improvement Edicts ..............................................20
  Table 8: Taxation Edicts ......................................................20
  Table 9: Terrain and Terrain Improvements.....................25
  Table 10: Event Type and Danger Level.............................35
  Table 11: Beneficial Kingdom Events.................................35
  Table 12: Dangerous Kingdom Events...............................36
  Table 13: Beneficial Settlement Events..............................36
  Table 14: Dangerous Settlement Events............................36
  Table 15: Diplomatic Alignment Difference Modifier.....41
  Table 16: Diplomatic Relationship Modifier.....................41
  Table 17: Settlement Sizes and Modifiers..........................47
  Table 18: Army Sizes ............................................................49
  Table 19: Strategy ................................................................. 53
  Table 20: Army Size ............................................................. 53
  Table 21: Resource Scaling .................................................. 57
   
  
  1
  Special electronic FeatureS
  We’ve hyperlinked this product internally from the Table of Contents and externally 
  with references to the official System Reference Document (SRD) and 5eSRD. If 
  it is in the core 5E rules, we generally didn’t link to it unless the rule is an obscure 
  one. The point is not to supersede the game books, but rather to help support you, 
  the player, in accessing the rules, especially those from newer books or that you 
  may not have memorized.
  about legendary gameS
  Legendary Games is an all star team of authors and designers, founded by Clark 
  Peterson of Necromancer Games, Inc. Legendary Games uses a cooperative, 
  team-based approach to bring you, the 5th edition fan, the best expansion mate-
  rial for your game. We are gamers and storytellers first, and we believe that pas-
  sion shows in our products. So check us out, and Make Your Game Legendary! 
  Visit us on Facebook, follow us on Twitter, and check out our website at   
  www.makeyourgamelegendary.com
   
  
  2
  What you Will Find inSide 
  Kingdoms
  Kingdoms brings you a complete system for creating cities and founding and ruling a 
  nation of your very own. Designed for the 5th Edition rules, Kingdoms provides rules for 
  settlements of every size, from tiny wayside villages to a sprawling metropolis, detailing 
  prosperity and corruption, law and learning, and a wide range of government types and 
  special characteristics. In addition, it includes a complete system for founding a kingdom, 
  from exploring and claiming territory to building and developing cities and issuing 
  edicts to manage your kingdom’s economy and stability and for building up the loyalty of 
  your subjects. You can play with a simple, abstract system or use any number of optional 
  rules to develop trade, diplomacy, and more, and Kingdoms also includes a simple system 
  of mass combat, allowing you to build armies to defend your kingdom from enemies or 
  raise a mighty crusade to conquer all who stand before you. Your heroes have beaten the 
  bandits, overcome the orcish onslaught, and defeated the dragon, but in between their 
  adventures your heroes would rather return home to a mighty throne instead of a warm 
  campfire, now they can with Kingdoms! Grab this fantastic 5E supplement today and Make 
  Your Game Legendary!
  The Legendary Games tradition is to combine rich story and background, innovative 
  layout, beautiful aesthetics, and excellence in design that is second to none. This 
  product is the latest in that tradition, and we hope you enjoy using it as much as we 
  enjoyed making it. Game on!
  - Jason Nelson
   
  
  3
  introduction
  Kingdoms is split into several major sections to help you bring 
  the fantasy world to life around your heroes. The first deals 
  with settlements, from tiny crossroads villages to bustling 
  cities, providing a system to describe what your heroes might 
  expect to find when they visit any kind of rural or urban 
  setting, including the type of government, how prosperous 
  or corrupt the place is, how is crime balanced with law 
  and order, and whether a place is insular and backwards 
  or cosmopolitan and welcoming, as well as what kind of 
  commerce the heroes might encounter in mundane and 
  magical items. You can use the provided sample cities and 
  towns as a guide or can use this abstract system to describe 
  the settlements in your campaign. 
  The second major section goes into more depth in 
  allowing your heroes to found their own nation. Carving out 
  a domain for yourself is a classic theme in tales of action and 
  adventure and a natural place to go for heroes that want to be 
  something more than just roving loners. All the heroic deeds 
  in the world may ring hollow if there is no one to sing your 
  praises. When your heroes raise their banner on high, they 
  should be able to forge a legacy that brings many to pledge 
  their loyalty to the hero as their liege. Creating a kingdom 
  is a way for your characters to really make an impact on 
  the world, and this book provides a system to do just that, 
  from foundation to claiming territory, building cities and 
  issuing edicts. It also gives you a way for characters to look 
  at the bigger picture of the world around them, making the 
  campaign more dynamic and interactive, as they are not just 
  pursuing the next mission as private swords for hire, but 
  leading a revolution to bring freedom and justice to all under 
  their protection, or build a trading empire that makes them 
  rich beyond measure, or spreading the faith of their patron 
  deity or knowledge and enlightenment across the land. 
  The basic kingdom-building system can do all this and 
  more, but the next session provides a wide variety of optional 
  rules allowing you to tailor the complexity of your kingdom-
  building to the tastes of your players, with additional rules 
  for exploration, trade, and diplomacy; fame and infamy; 
  independence and union of separate kingdoms; and a variety 
  of forms of government that can influence all that happens 
  within your kingdom. 
  Finally, since conflict is an inevitable fact of life in a 
  fantasy game just as it has been throughout history, we 
  provide an integrated system of mass combat enabling 
  your kingdom to raise armies and make war. You can use 
  these simple, abstract rules to form traditional armies or 
  forge fantastic forces of monstrous and inhuman allies to 
  serve alongside your soldiers. Basic strategy goes alongside 
  specialized tactics and training, as well as unique boons 
  granted by powerful and experienced commanders can 
  make your armies the terrors of the battlefield, using either 
  the provided sample armies or new forces of your own 
  devising using the simple conversion rules.
  In war or peace, you’ll find all the basic rules to create your 
  very own Kingdoms. If you and your players enjoy using these 
  rules, you can look forward to future expansions with the 
  upcoming Ultimate Rulership, Ultimate Battle, Ultimate War, 
  and more to come! 
  settlements
  A settlement’s population is left to the GM to assign, but you 
  can use a settlement’s type to help you determine just how 
  many folks live in the city. Since the actual number of people 
  who dwell in a settlement has no impact on game play, the 
  number you choose is largely cosmetic—feel free to adjust 
  the suggested values below to fit your campaign.
  Table 1: SeTTlemenT PoPulaTion RangeS 
  SeTTlemenT TyPe
  PoPulaTion Range
  Thorp
  Fewer than 20
  Hamlet
  21–60
  Village
  61–200
  Small town
  201–2,000
  Large town
  2,001–5,000
  Small city
  5,001–10,000
  Large city
  10,001–25,000
  Metropolis
  More than 25,000
  The best way to handle a settlement in your game, 
  of course, is to plan it out, placing every shop and every 
  home, naming every NPC, and mapping every building. 
  Yet settlements are the most complicated locations you’re 
  likely to ever feature in your game, and the prospect of fully 
  detailing one is daunting, especially if your PCs are likely to 
  visit multiple settlements.
  Presented below are basic rules for a more streamlined 
  method of handling settlements in your game. Essentially, 
  these rules treat settlements almost as characters of their 
  own, complete with stat blocks. Using these rules, you 
  can generate the vital data for a settlement quickly and 
  efficiently, and with this data you can handle the majority of 
  your players’ interactions with the settlement.
  Note that for particularly large cities, you can use multiple 
  settlement stat blocks to represent different districts within 
  a city. This allows you to have neighborhoods with distinct 
  characteristics inside one city’s walls. GMs should feel free 
  to add other new elements to create the cities they desire. 
  A Settlement Sheet is included in the back of this book to 
  record the details of your own settlements.
  the settlement stat BlocK
  A settlement stat block is organized as follows.
  Name: The settlement’s name is presented first.
  Alignment and Type: A settlement’s alignment is the 
  general alignment of its citizens and government—
  individuals who dwell therein can still be of any alignment, 
  but the majority of its citizens should be within one step of 
  the settlement’s overall alignment. Alignment influences a 
  city’s modifiers. The type is the size category the settlement 
   
  
  4
  falls into, be it thorp, hamlet, village, town (small or large), 
  city (small or large), or metropolis. In most cases, rules play 
  off of a settlement’s type rather than its exact population 
  total. A settlement’s type determines many of its statistics 
  (see Table 2: Settlement Statistics).
  Modifiers: Settlements possess six modifiers that 
  apply to specific skill checks made in the settlement. A 
  settlement’s starting modifier values are determined by 
  its type. This value is further adjusted by the settlement’s 
  alignment, government, qualities, and disadvantages. Note 
  that introducing settlement modifiers to your game will 
  somewhat increase the complexity of ability checks by adding 
  a variable modifier each time the PCs visit a new town or 
  city—consider the use of these modifiers an optional rule.
  Qualities: All settlements have a certain number of qualities 
  that further adjust their statistics—think of qualities as feats 
  for settlements. A settlement’s type determines how many 
  qualities it can have.
  Danger: A settlement’s danger value is a number that gives 
  a general idea of how dangerous it is to live in the settlement. 
  If you use a wandering monster chart that uses percentile 
  dice and ranks its encounters from lowest CR to highest CR, 
  use the modifier associated with the settlement’s danger 
  value to adjust rolls on the encounter chart. A settlement’s 
  base danger value depends on its type.
  Disadvantages: Any disadvantages a settlement might 
  be suffering from are listed on this line. A settlement can 
  have any number of disadvantages you wish to inflict on it, 
  although most settlements have no disadvantages.
  Government: This entry lists how the settlement is 
  governed and ruled. The type of government a settlement 
  follows affects its statistics.
  Population: This number represents the settlement’s 
  population. Note that the exact number is flexible; a 
  settlement’s actual population can swell on market days 
  or dwindle during winter—this number lists the average 
  population of the settlement. Note that this number is 
  generally used for little more than flavor—since actual 
  population totals fluctuate, it’s pointless to tether rules 
  to this number. After the settlement’s total population, a 
  breakdown of its racial mix is listed in parentheses.
  Notable NPCs: This section lists any notable NPCs who live 
  in the city, sorted by their role in the community, followed by 
  their name and then their alignment, gender, race, class, and 
  level in parentheses.
  Spellcasting: Unlike magic items, spellcasting for hire is 
  listed separately from the town’s base value, since spellcasting 
  is limited by the level of the available spellcasters in town. 
  This line lists the highest-level spell available for purchase 
  from spellcasters in town. A town’s base spellcasting level 
  depends on its type.
  Magic Items: This line lists the number of magic items 
  that are available for purchase. In some city stat blocks, the 
  actual items are listed in parentheses after the die range of 
  items available—in this case, you can use these pre-rolled 
  resources when the PCs first visit the city as the magic items 
  available for sale on that visit. If the PCs return to that city at 
  a later date, you can roll up new items as you see fit.
   
  
  5
  Table 2: SeTTlemenT STaTiSTicS
  TyPe
  modifieRS
  QualiTieS
  dangeR
  SPellcaSTing
  Thorp
  –4
  1
  –10
  1st
  Hamlet
  –2
  1
  –5
  2nd
  Village
  –1
  2
  0
  3rd
  Small town
  0
  2
  0
  4th
  Large town
  0
  3
  5
  5th
  Small city
  +1
  4
  5
  6th
  Large city
  +2
  5
  10
  7th
  Metropolis
  +4
  6
  10
  8th
  Table 3: available magic iTemS*
  communiTy Size
  common
  uncommon
  RaRe
  Thorp
  1d3-1
  –
  –
  Hamlet
  1d4-1
  –
  –
  Village
  1d6-1
  1d3-1
  –
  Small town
  1d8-1
  1d4-1
  –
  Large town
  2d4
  1d6-1
  1d3-1
  Small city
  3d4
  1d8-1
  1d4-1
  Large city
  4d4
  2d4
  1d6-1
  Metropolis
  **
  3d4
  1d8-1
  *The purchase of magic items is subject to GM discretion. 
  Often, items are available only after the PCs meet special 
  conditions, such as completing quests. 
  **In a metropolis, nearly all common magic items are 
  available.
  Very rare and legendary items are available only at the GM’s 
  discretion.
  settlement modifiers
  Life in a settlement is represented by six modifiers, each of 
  which adjusts the use of specific skills within the city.
  Corruption: Corruption measures how open a settlement’s 
  officials are to bribes, how honest its citizens are, and how likely 
  anyone in town is to report a crime. Low corruption indicates a 
  high level of civic honesty. A settlement’s corruption modifies 
  all Charisma (Deception) checks made against city officials or 
  guards and all Dexterity (Stealth) checks made outside (but not 
  inside buildings or underground).
  Crime: Crime is a measure of a settlement’s lawlessness. A 
  settlement with a low crime modifier is relatively safe, with 
  violent crimes being rare or even unknown, while a settlement 
  with a high crime modifier is likely to have a powerful thieves’ 
  guild and a significant problem with violence. The atmosphere 
  generated by a settlement’s crime level applies as a modifier 
  on  Wisdom (Insight)  checks to avoid being bluffed and 
  to Dexterity (Sleight of Hand) checks made to pick pockets.
  Law: Law measures how strict a settlement’s laws and edicts 
  are. A settlement with a low law modifier isn’t necessarily 
  crime-ridden—in fact, a low law modifier usually indicates 
  that the town simply has little need for protection since 
  crime is so rare. A high law modifier means the settlement’s 
  guards are particularly alert, vigilant, and well-organized. 
  The more lawful a town is, the more timidly its citizens tend 
  to respond to shows of force. A settlement’s law modifier 
  applies on  Charisma (Intimidation)  checks made to force 
  an opponent to act friendly, Charisma (Persuasion) checks 
  against government officials, or Charisma (Persuasion) checks 
  made to call on the city guard (see sidebar).
  Lore: A settlement’s lore modifier measures not only how 
  willing the citizens are to chat and talk with visitors, but also 
  how available and accessible its libraries and sages are. A low lore 
  modifier doesn’t mean the settlement’s citizens are idiots, just 
  that they’re close-mouthed or simply lack knowledge resources. 
  A settlement’s lore modifier applies on Charisma checks made 
  to gather information and Intelligence checks made using the 
  city’s resources to do research when using a library.
  Productivity: A settlement’s productivity modifier indicates 
  the health of its trade and the wealth of its successful citizens. 
  A low productivity modifier doesn’t automatically mean the 
  town is beset with poverty—it could merely indicate a town 
  with little trade or one that is relatively self-sufficient. Towns 
  with high productivity modifiers always have large markets and 
  many shops. A settlement’s productivity helps its citizens make 
  money, and thus it applies as a modifier on all ability checks 
  made to generate income or find goods or services to purchase.
  Society: Society measures how open-minded and civilized 
  a settlement’s citizens are. A low society modifier might 
  mean many of the citizens harbor prejudices or are overly 
  suspicious of out-of-towners. A high society modifier means 
  that citizens are used to diversity and unusual visitors and that 
  they respond better to well-spoken attempts at conversation. 
  A settlement’s society modifier applies on all checks made to 
  create a disguise, as well as on Charisma (Persuasion) checks 
  made to influence any non-government official.
  guards! guards!
  It’s inevitable—sooner or later, the PCs will want to call 
  upon the town guard or cause a situation where citizens 
  do so instead. Calling for the guard requires a  Charisma 
  (Persuasion) check modified by the settlement’s law modifier. 
  It’s only a DC 5 check to call for the guard—with a success, the 
  guards generally arrive on the scene in 1d6 minutes. Every 5 
  points by which the Charisma (Persuasion) check exceeds DC 
  5 (rounding down) reduces the arrival time by 1 minute—if 
  this reduces their arrival time below 1 minute, the increments 
  of reduction instead change to 1 round. For example, the party 
  wizard is being mugged and calls for the guard. The result of 
  his Charisma (Persuasion) check is a 23, and the GM rolls a 2 
  on 1d6 to determine how long it’ll be before the guards arrive. 
  Since the wizard rolled three times the amount he needed, the 
  2-minute wait time is reduced to 8 rounds.
   
  
  6
  settlement alignment
  A settlement’s alignment not only describes the community’s 
  general personality and attitude, but also influences its 
  modifiers. A lawful component to a settlement’s alignment 
  increases its law modifier by 1. A good component increases 
  its society modifier by 1. A chaotic component increases 
  its crime modifier by 1. An evil component increases its 
  corruption modifier by 1. A neutral component increases its 
  lore modifier by 1 (a truly neutral city gains an increase of 2 
  to its lore modifier). Alignment never modifies a settlement’s 
  productivity modifier. Settlements are never unaligned.
  settlement government
  Just like nations, towns and cities are ruled by 
  governments. A settlement’s government not only helps 
  to establish the flavor and feel of the community but also 
  adjusts its modifiers. Choose one of the following as the 
  settlement’s government.
  Autocracy: A single individual chosen by the people rules 
  the community. This leader’s actual title can vary—mayor, 
  burgomaster, lord, or even royal titles like duke or prince are 
  common. (No modifiers)
  Council: A group of councilors, often composed of guild 
  masters or members of the aristocracy, leads the settlement. 
  (Society +2; Law and Lore –1)
  Magical: An individual or group with potent magical 
  power, such as a high priest, an archwizard, or even a magical 
  monster, leads the community. (Lore +1; Corruption and Society 
  –1; increase spellcasting by 1 level)
  Overlord: The community’s ruler is a single individual 
  who either seized control or inherited command of the 
  settlement. (Corruption and Law +1; Crime and Society –1)
  Secret Syndicate: An unofficial or illegal group like a 
  thieves’ guild rules the settlement—they may use a puppet 
  leader to maintain secrecy, but the group members pull the 
  strings in town. (Corruption, Productivity, and Crime +1; Law –3)
  settlement Qualities
  Settlements often have unusual qualities that make them 
  unique. Listed below are several different qualities that can 
  further modify a community’s statistics. A settlement’s type 
  determines how many qualities it can have—once a quality is 
  chosen, it cannot be changed.
  Note that many of the following qualities adjust a town’s 
  base value or purchase limit by a percentage of the town’s 
  standard values. If a town has multiple qualities of this 
  sort, add together the percentages from modifiers and then 
  increase the base value by that aggregated total—do not 
  apply the increases one at a time.
  Academic: The settlement possesses a school, training 
  facility, or university of great renown. (Lore +1, increase 
  spellcasting by 1 level)
  Holy Site: The settlement hosts a shrine, temple, or 
  landmark with great significance to one or more religions. 
  The settlement has a higher percentage of divine spellcasters 
  in its population. (Corruption –2; increase spellcasting by 2 levels)
  Insular: The settlement is isolated, perhaps physically or 
  even spiritually. Its citizens are fiercely loyal to one another. 
  (Law +1; Crime –1)
  Magically Attuned: The settlement is a haven for 
  spellcasters due to its location; for example, it may lie at 
  the convergence of multiple ley lines or near a well-known 
  magical site. (; increase spellcasting by 2 levels)
  Notorious: The settlement has a reputation (deserved 
  or not) for being a den of iniquity. Thieves, rogues, and 
  cutthroats are much more common here. (Crime +1; Law –1; 
  Danger +10)
  Pious: The settlement is known for its inhabitants’ good 
  manners, friendly spirit, and deep devotion to a deity (this 
  deity must be of the same alignment as the community). 
   
  
  7
  (Increase spellcasting by 1 level; any faith more than one alignment 
  step different than the community’s official religion is at best 
  unwelcome and at worst outlawed—obvious worshipers of an 
  outlawed deity must pay 150% of the normal price for goods and 
  services and may face mockery, insult, or even violence)
  Prosperous: The settlement is a popular hub for trade. 
  Merchants are wealthy and the citizens live well. (Productivity +1)
  Racially Intolerant: The community is prejudiced against 
  one or more races, which are listed in parentheses. (Members 
  of the unwelcome race or races must pay 150% of the normal price for 
  goods and services and may face mockery, insult, or even violence)
  Rumormongering Citizens: The settlement’s citizens 
  are nosy and gossipy to a fault—very little happens in the 
  settlement that no one knows about. (Lore +1; Society –1)
  Strategic Location: The settlement sits at an important 
  crossroads or alongside a deepwater port, or it serves as a 
  barrier to a pass or bridge. (Productivity +1)
  Superstitious: The community has a deep and abiding fear 
  of magic and the unexplained, but this fear has caused its 
  citizens to become more supportive and loyal to each other 
  and their settlement. (Crime –2; Law and Society +1; reduce 
  spellcasting by 2 levels)
  Tourist Attraction: The settlement possesses some sort 
  of landmark or event that draws visitors from far and wide. 
  (Productivity +1)
  settlement disadvantages
  Just as a settlement can have unusual qualities to enhance its 
  statistics, it can also suffer from disadvantages. There’s no limit 
  to the number of disadvantages a community can suffer, but 
  most do not have disadvantages, since a settlement plagued by 
  disadvantages for too long eventually collapses. A disadvantage 
  can arise as the result of an event or action taken by a powerful 
  or influential NPC or PC. Likewise, by going on a quest or 
  accomplishing a noteworthy deed, a group of heroes can remove a 
  settlement’s disadvantage. Several disadvantages are listed below.
  Anarchy: The settlement has no leaders—this type of 
  community is often short-lived and dangerous. (Replaces 
  settlement’s 
  Government 
  and 
  removes 
  Government 
  adjustments to modifiers;  Corruption and Crime +2; 
  Productivity and Society –2; Law –3; Danger +20)
  Cursed: Some form of curse afflicts the city. Its citizens 
  might be prone to violence or suffer ill luck, or they could be 
  plagued by an infestation of pests. (Choose one modifier and 
  reduce its value by 2)
  Hunted: A powerful group or monster uses the city as its 
  hunting ground. Citizens live in fear and avoid going out on 
  the streets unless necessary. (Productivity, Law, and Society 
  –2; Danger +20)
  Impoverished: Because of any number of factors, the 
  settlement is destitute. Poverty, famine, and disease run rampant. 
  (Corruption and Crime +1; halve magic item availability)
  Plagued: The community is suffering from a protracted 
  contagion or malady. (–2 to all modifiers; select a 
  communicable disease—there’s a 5% chance each day that a 
  PC is exposed to the disease and must make a Constitution 
  save to avoid contracting the illness)
  SamPle SeTTlemenTS
  While it’s nice to be prepared, and planning out cities can 
  be fun in and of itself, it’s not always possible to generate 
  specific settlement stat blocks for every town and city that 
  the PCs might visit. Sometimes the PCs decide to venture off 
  in search of supplies instead of heading straight for the next 
  dungeon, other times they make selling their newly acquired 
  loot their highest priority. The following sample settlements 
  are designed for precisely such occasions. Rather than a 
  specific name, each of these sample settlements bears a 
  generic title that indicates what kind of settlement it is or 
  where it might be located.
  CAPITAL CITY
  N large city
  Corruption +0; Crime +2; Law +2; Lore +5; Productivity +5; 
  Society +2
  Qualities academic, holy site, prosperous, strategic location, 
  tourist attraction
  Danger +10
  DEMOGRAPHICS
  Government autocracy
  Population 18,000 (14,000 humans; 1,000 dwarves; 1,000 
  halflings; 500 elves; 1,500 other)
  MARKETPLACE
  Spellcasting 9th
  Common Items 4d4; Uncommon Items 3d4; Rare Items 2d4
  CITY OF THIEVES
  CN small city
  Corruption +2; Crime +4; Law –3; Lore +3; Productivity +3; 
  Society +1
  Qualities academic, notorious, racially intolerant (halflings), 
  tourist attraction
  Danger +15
  DEMOGRAPHICS
  Government secret syndicate
  Population 10,000 (6,000 humans; 1,500 halflings; 1,000 half-
  orcs; 750 dwarves; 750 other)
  MARKETPLACE
  Spellcasting 7th
  Common Items 4d4; Uncommon Items 3d4; Rare Items 1d6
   
  
  8
  CITY-STATE OF INTRIGUE
  LE metropolis
  Corruption +7; Crime +5; Law +0; Lore +5; Productivity +2; 
  Society +1
  Qualities holy site, notorious, prosperous, rumormongering 
  citizens, strategic location, superstitious
  Danger +20; Disadvantages anarchy
  DEMOGRAPHICS
  Government anarchy
  Population 55,000 (31,000 humans; 10,000 halflings; 8,000 
  elves; 2,000 half-elves; 1,000 gnomes; 3,000 other)
  MARKETPLACE
  Spellcasting 8th
  Common Items all available; Uncommon Items 4d4; Rare Items 3d4
  CREEPY BACKWOODS HAMLET
  NE hamlet
  Corruption 0; Crime –4; Law 0; Lore –1; Productivity –2;  Society 
  –7
  Qualities insular
  Danger –5; Disadvantages cursed
  DEMOGRAPHICS
  Government overlord
  Population 23 (23 humans)
  MARKETPLACE
  Spellcasting 2nd
  Common Items 1d6; Uncommon Items —; Rare Items —
  DWARVEN TRADE TOWN
  LG large town
  Corruption +0; Crime +0; Law 0; Lore –1; Productivity +2; 
  Society +3
  Qualities pious, prosperous, strategic location
  Danger +5
  DEMOGRAPHICS
  Government council
  Population 2,500 (2,000 dwarves; 400 humans; 100 other)
  MARKETPLACE
  Spellcasting 6th
  Common Items 3d4; Uncommon Items 2d4; Rare Items 1d4
  ELVEN TOWN
  CG small town
  Corruption –1; Crime +1; Law +0; Lore +1; Productivity 0; 
  Society 0
  Qualities magically attuned, racially intolerant (dwarves, half-
  orcs, humans)
  Danger +0
  DEMOGRAPHICS
  Government magical
  Population 1,300 (1,000 elves; 100 gnomes; 100 half-elves; 100 
  other)
  MARKETPLACE
  Spellcasting 7th
  Common Items 3d4; Uncommon Items 1d6; Rare Items —
  FAILING FISHING VILLAGE
  LN village
  Corruption +0; Crime –4; Law +2; Lore +1; Productivity –1; 
  Society +0
  Qualities rumormongering citizens, superstitious
  Danger +0; Disadvantages impoverished
  DEMOGRAPHICS
  Government autocracy
  Population 70 (63 humans, 6 halflings, 1 half-elf)
  MARKETPLACE
  Spellcasting 1st
  Common Items 1d4; Uncommon Items 1d2; Rare Items —
  SLEEPY CROSSROADS THORP
  NG thorp
  Corruption –4; Crime –4; Law –5; Lore –4; Productivity –4; 
  Society –1
  Qualities strategic location
  Danger –10
  DEMOGRAPHICS
  Government council
  Population 16 (13 humans, 2 halflings, 1 dwarf)
  MARKETPLACE
  Spellcasting 1st
  Common Items 1d4; Uncommon Items —; Rare Items —
  Kingdom Building
  Ruling a kingdom is a complex and difficult task, one 
  undertaken only by the very ambitious. Many PCs are 
  content to live as mercenaries or treasure hunters, no 
  interest in being responsible for the health and well-being 
  of subjects; for these characters, a kingdom is simply a 
  place they pass through on the way to the next adventure. 
  However, characters who are keen to spread their wings and 
  forge a place of power and influence in the world can use this 
  chapter to create a different sort of campaign. If the PCs are 
  interested in ruling only a single town or castle and the small 
  region around it, kingdom building can focus primarily on 
  the settlement and the PCs’ personal demesne. If the PCs 
  have larger goals, such as carving out a new, independent 
  kingdom, these rules allow them to build cities and engage 
  in trade, diplomacy, and war.
  These rules assume that all of the kingdom’s leaders are 
  focused on making the kingdom prosperous and stable, 
  rather than oppressing the citizens and stealing from the 
  treasury. Likewise, the rules assume that the leaders are 
  working together, not competing with each other or working 
  at odds. If the campaign begins to step into those areas, the 
   
  
  9
  GM is free to introduce new rules to deal with these activities.
  The kingdom-building rules measure terrain in hexes. 
  Each hex is 12 miles from corner to corner, representing an 
  area of just less than 95 square miles. The hex measurement 
  is an abstraction; the hexes are easy to quantify and allow 
  the GM to categorize a large area as one terrain type without 
  having to worry about precise borders of forests and other 
  terrain features.
  overview
  The key parts of the kingdom-building rules that you’ll be 
  referencing are as follows:
  •	
  Explanation of the kingdom terminology used 
  throughout this section.
  •	
  Step-by-step instructions for founding a kingdom.
  •	
  The turn sequence for an established kingdom.
  •	
  The game statistics for terrain improvements.
  •	
  Step-by-step instructions on how to found your first 
  settlement.
  •	
  The game statistics for the types of buildings.
  Following the main rules and the types of buildings are several 
  optional rules for kingdom building, such as modifying the 
  effect of religious buildings based on alignment or deity 
  portfolio, tracking Fame and Infamy scores for your kingdom, 
  rules for different types of government, and special edicts 
  you can declare during the turn sequence.
  Kingdom terminology
  Kingdoms have attributes that describe and define them. 
  These are tracked on a kingdom sheet, like a character’s 
  statistics are on a character sheet.
  Alignment: Like a PC, your kingdom has an alignment, 
  which you decide when you form the kingdom. The 
  kingdom’s alignment represents the majority outlook and 
  behavior of the people within that kingdom when they’re 
  considered as a group. (Individual citizens and even some 
  leaders may be of different alignments.) When you decide on 
  your kingdom’s alignment, apply the following adjustments 
  to the kingdom’s statistics:  Chaotic: +2 Loyalty;  Evil: +2 
  Economy;  Good: +2 Loyalty;  Lawful: +2 Economy;  Neutral: 
  Stability +2 (apply this twice if the kingdom’s alignment is 
  simply Neutral, not Chaotic Neutral or Lawful Neutral). A 
  kingdom’s alignment rarely changes, though at the GM’s 
  option, it can shift through the actions of its rulers or its 
  people. Kingdoms cannot be unaligned.
  Build Points: Build points (or BP for short) are the measure 
  of your kingdom’s resources—equipment, labor, money, 
  and so on. They’re used to acquire new hexes and develop 
  additional buildings, settlements, and terrain improvements. 
  Your kingdom also consumes BP to maintain itself.
  Consumption: Consumption indicates how many BP are 
  required to keep the kingdom functioning each month. Your 
  kingdom’s Consumption is equal to its Size, modified by 
  settlements and terrain improvements (such as Farms and 
  Fisheries). Consumption can never go below 0.
   
  
  10
  10
  Control DC: Some kingdom actions require a check 
  (1d20 + modifiers) to succeed—this is known as a control 
  check. The base DC for a control check is equal to 20 + the 
  kingdom’s Size in hexes + the total number of districts in 
  all your settlements + any other modifiers from special 
  circumstances or effects. Unless otherwise stated, the DC of 
  a kingdom check is the Control DC.
  Economy: This attribute measures the productivity of 
  your kingdom’s workers and the vibrancy of its trade, both 
  in terms of money and in terms of information, innovation, 
  and technology. Your kingdom’s initial Economy is 0 plus 
  your kingdom’s alignment and leadership modifiers.
  Kingdom Check: A kingdom has three attributes: Economy, 
  Loyalty, and Stability. Your kingdom’s initial scores in each of 
  these attributes is 0, plus modifiers for kingdom alignment, 
  bonuses provided by the leaders, and any other modifiers. 
  Many kingdom actions and events require you to attempt 
  a kingdom check, either using your Economy, Loyalty, or 
  Stability attribute (1d20 + the appropriate attribute + other 
  modifiers). Kingdom checks automatically fail on a natural 1 
  and automatically succeed on a natural 20.
  Loyalty: Loyalty refers to the sense of goodwill among your 
  people, their ability to live peaceably together even in times 
  of crisis, and to fight for one another when needed. Your 
  kingdom’s initial Loyalty is 0 plus your kingdom’s alignment 
  and any modifiers from your kingdom’s leadership role.
  Population: Actual population numbers don’t factor into 
  your kingdom’s statistics, but can be fun to track anyway. The 
  population of each settlement is described in  Settlements 
  and Districts.
  Size: This is how many hexes the kingdom claims. A new 
  kingdom’s Size is 1.
  Stability: Stability refers to the physical and social well-
  being of the kingdom, from the health and security of its 
  citizenry to the vitality of its natural resources and its ability 
  to maximize their use. Your kingdom’s initial Stability is 0 
  plus your kingdom’s alignment and leadership modifiers.
  Treasury: The Treasury is the amount of BP your kingdom 
  has saved and can spend on activities (much in the same 
  way that your character has gold and other valuables you 
  can spend on gear). Your Treasury can fall below 0 (meaning 
  your kingdom’s costs exceed its savings and it is operating in 
  debt), but this increases Unrest (see Upkeep Phase).
  Turn: A kingdom turn spans 1 month of game time. You 
  make your kingdom checks and other decisions about 
  running your kingdom at the end of each month.
  Unrest: Your kingdom’s Unrest indicates how rebellious 
  your citizens are. Your kingdom’s initial Unrest is 0. Unrest 
  can never fall below 0 (anything that would modify it to less 
  than 0 is wasted). Subtract your kingdom’s Unrest from all 
  Economy, Loyalty, and Stability checks. If your kingdom’s 
  Unrest is 11 or higher, the kingdom begins to lose control of 
  hexes it has claimed. If your kingdom’s Unrest ever reaches 
  20, the kingdom falls into anarchy (see Upkeep Phase).
  Kingdom Building QuicK reference
  With building a kingdom, you begin by founding a small 
  settlement—such as a village or town—and expand 
  your territory outward, claiming nearby hexes, founding 
  additional settlements, and constructing buildings within 
  those settlements. What you build in a hex or a settlement 
  affects the economy of your kingdom, the loyalty of your 
  citizens, the stability of the government, and the likeliness 
  that kingdom will fall into chaos when citizens worry about 
  monster attacks and other threats.
  You and the other PCs take specific roles in leading your 
  kingdom, such as Ruler, High Priest, General, and so on. 
  The leaders provide bonuses on rolls you make to manage 
  the kingdom’s economy and other important issues. For 
  example, having a High Priest makes your kingdom more 
  stable and your citizens more loyal, and having a Treasurer 
  makes your kingdom more profitable.
  Instead of using gold pieces, a kingdom uses a type of 
  currency called build points (BP), which represent actual 
  cash, labor, expertise, and raw materials. While it is possible 
  to convert gold pieces into BP and back again, for the most 
  part you’ll just be spending BP to run your kingdom.
  Running a kingdom takes place over a series of turns, 
  similar to how combat takes place over a series of rounds. 
  A kingdom turn takes 1 month of game time. Each turn 
  has four phases which you resolve in order: the Upkeep 
  phase, where you pay the kingdom’s bills; the Edict phase, 
  where you levy taxes and build improvements; the Income 
  phase, where you collect taxes; and the Events phase, where 
  you see if something especially good or bad happens to 
  your kingdom.
  If this is your first time reading these rules, start with the 
  section on Founding a Settlement and read the rest of the 
  kingdom-building rules in order. If you find a term you’re 
  not familiar with, check the Kingdom Terminology section 
  for a better idea of where you can find that information.
   
  
  11
  11
  founding a Kingdom
  Once you have your first settlement, you have the start of 
  a kingdom. You’ll need to make some initial decisions that 
  affect your kingdom’s statistics, and record them.
  Choose Your Kingdom’s Alignment. Your kingdom’s 
  alignment helps determine how loyal, prosperous, and stable 
  your kingdom is. Your kingdom may be a lawful good bastion 
  against a nearby land of devil worshipers, or a chaotic neutral 
  territory of cutthroat traders whose government does very 
  little to interfere with the rights of its citizens.
  Choose Leadership Roles. Assign the leadership roles for 
  all PCs and NPCs involved in running the kingdom, such as 
  Ruler, General, and High Priest. The leadership roles provide 
  bonuses on checks made to collect taxes, deal with rioting 
  citizens, and resolve similar issues.
  Start Your Treasury. The build points you have left 
  over from starting your first settlement make up your 
  initial Treasury.
  Determine Your Kingdom’s Attributes. Your initial 
  Economy, Loyalty, and Stability scores are based on the 
  kingdom’s alignment and the buildings your settlement has. 
  (If you start with more than one settlement, include all the 
  settlements in this reckoning.)
  Once you’ve completed these steps, move on to Kingdom 
  Turn Sequence.
  capital city
  A kingdom should have a capital city—the seat of your 
  power. Your first settlement is your capital. If you want to 
  designate a different settlement as the capital, you may do 
  so in Step 7 of the Edict phase. Your capital city primarily 
  comes into play if your kingdom loses hexes. If you change 
  the capital city, attempt a Stability check. Success means 
  Unrest increases by 1; failure means Unrest increases by 1d6.
  leadeRShiP RoleS
  A stable kingdom has leaders that fill different roles—
  tending to the economy, defense, and health of its citizens. 
  PCs and NPCs can fill these roles; your fighter may be the 
  kingdom’s Warden, the party cleric its High Priest, and so on. 
  Each role grants the kingdom different benefits.
  A character can only fill one leadership role at a time. 
  For example, your character can’t be both the Ruler and the 
  High Priest. Even if you want the Ruler to be the head of the 
  kingdom’s religion, she’s too busy ruling to also do the work 
  of a High Priest; she’ll have to appoint someone else to do 
  that work.
   
  
  12
  12
  The kingdom must have someone in the Ruler role to 
  function; without a Ruler, the kingdom cannot perform 
  basic actions and gains Unrest every turn. All other roles 
  are optional, though leaving certain roles vacant gives your 
  kingdom penalties.
  These leadership roles can be a part of any form of 
  government; in some kingdoms they take the form of a 
  formal ruling council, while in others they may be advisors, 
  ministers, relatives of the leader, or simply powerful nobles, 
  merchants, or bureaucrats with access to the seat of power. 
  The names of these roles are game terms and need not 
  correspond to the titles of those roles in the kingdom—the 
  Ruler of your kingdom may be called king, queen, chosen 
  one, padishah, overlord, sultan, and so on.
  Responsibilities of  Leadership: In order to gain the 
  benefits of leadership, you must spend at least 7 days per 
  month attending to your duties; these days need not be 
  consecutive. This can be roleplayed or can be assumed to run 
  in the background without needing to be defined or 
  actively played out. Time spent ruling cannot be used 
  for adventuring, crafting items, or completing other 
  downtime activities that require your full attention 
  and participation. Failure to complete your 
  duties during a turn means treating the 
  role as though it’s vacant.
  For most campaigns, it’s best to 
  have the PCs pick the same days of 
  the month for these administrative 
  duties, so everyone is available for 
  adventuring at the same time.
  PCs and NPCs as Leaders: These 
  rules include enough important 
  leadership roles that a small group 
  of PCs can’t fill them all. You may 
  have to recruit NPCs to fill out 
  the remaining necessary roles for 
  your kingdom. Family members, 
  relations, other NPCs from your 
  background, and even intelligent 
  familiars or similar companions 
  can fill leadership roles, and you 
  may want to consider inviting 
  allied 
  NPCs 
  to 
  become 
  rulers, 
  such 
  as 
  asking 
  a friendly ranger you 
  rescued to become the 
  kingdom’s Marshal.
  Abdicating 
  a 
  Role: 
  If you want to step 
  down from a leadership 
  position, you must find 
  a replacement to avoid 
  incurring 
  the 
  appropriate 
  vacancy 
  penalty 
  for 
  your 
  position. Abdicating a position 
  increases Unrest by 1 and requires a Loyalty check; if the 
  check fails, the vacancy penalty applies for 1 turn while the 
  new leader transitions into that role. If you are the Ruler, 
  abdicating increases Unrest by 2 instead of 1, and you take a 
  —4 penalty on the Loyalty check to avoid the vacancy penalty.
  If you are not the Ruler and are leaving one leadership role 
  to take a different one in the kingdom, the Unrest increase 
  does not occur and you gain a +4 bonus on the Loyalty check 
  to avoid the vacancy penalty.
  Leader Statistics: The statistics for the different roles are 
  presented as follows.
  Benefit: This explains the benefit to your kingdom if you 
  have a character in this role. If you have a background that 
  is particularly suited to the role, increase this benefit by 1, at 
  the GM’s discretion. If this section gives you a choice of two 
  ability scores, use whichever is highest.
  Most benefits are constant and last as long as there is 
  a character in that role, but don’t stack with 
  themselves. For example, a General increases 
  Loyalty by 2, so the General provides a constant 
  +2 to the kingdom’s Loyalty (not a stacking +2 
  increase every turn), which goes away if she 
  dies or resigns. If a benefit mentions a 
  particular phase in kingdom building, 
  that 
  benefit 
  applies 
  every 
  turn 
  during that phase. For example, the 
  Royal Enforcer decreases Unrest by 
  1 at every Upkeep phase.
  Vacancy 
  Penalty: 
  This 
  line 
  explains the penalty to your 
  kingdom if no character fills this 
  role, or if the leader fails to spend 
  the necessary time fulfilling his 
  responsibilities. Some roles have 
  no vacancy penalty. If a character 
  in a role is killed or permanently 
  incapacitated during a turn and 
  not restored to health by the start 
  of the next kingdom turn, that role 
  counts as vacant for that next turn, 
  after which a replacement can be 
  appointed to the role.
  Like 
  benefits, 
  most 
  vacancy 
  penalties are constant, last as long 
  as that role is vacant, and don’t stack 
  with themselves. If a vacant role 
  lists an increase to Unrest, however, 
  that increase does not go away 
  when the role is filled. For example, 
  if the kingdom doesn’t have a ruler 
  for a turn, Unrest increases by 4 and 
  doesn’t automatically return to its 
  previous level when you eventually fill 
  the vacant Ruler role.
   
  
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  ruler 
  The Ruler is the highest-ranking person in the kingdom, 
  above even the other kingdom leaders, and is expected to 
  embody the values of the kingdom. The Ruler performs the 
  kingdom’s most important ceremonies (such as knighting 
  royals and signing treaties), is the kingdom’s chief diplomatic 
  officer (though most of these duties are handled by the 
  Grand Diplomat), is the signatory for all laws affecting the 
  entire kingdom, pardons criminals when appropriate, and 
  is responsible for appointing characters to all other high 
  positions in the government (such as other leadership roles, 
  mayors of settlements, and judges).
  Benefit: Choose one kingdom attribute (Economy, Loyalty, 
  or Stability). Add your Charisma modifier to this attribute. 
  If your kingdom’s Size is 26—100, choose a second kingdom 
  attribute and add your Charisma modifier to it as well. If 
  your kingdom’s Size is 101 or more, choose a third kingdom 
  attribute and add your Charisma modifier to it too.
  If you marry someone of equal station, you both can act as 
  Ruler. You both add your Charisma modifiers to the kingdom 
  attribute (or attributes, if the kingdom is large enough). As 
  long as one of you is present for 1 week per month, you avoid 
  the vacancy penalty.
  In a typical campaign where the kingdom leaders have no 
  ties to actual nobility, “someone of equal station” is irrelevant 
  and your marriage is between two Rulers. In a campaign 
  where the leaders are nobles or royals, marrying someone 
  of lesser station means the spouse becomes a Consort rather 
  than a Ruler.
  Vacancy Penalty: A kingdom without a ruler cannot claim 
  new hexes, create Farms, build Roads, or purchase settlement 
  districts. Unrest increases by 4 during the kingdom’s Upkeep 
  phase.
  consort
  The Consort is usually the spouse of the Ruler, and spends 
  time attending court, speaking with and advising nobles, 
  touring the kingdom to lift the spirits of the people, and so 
  on. In most kingdoms, you cannot have two married Rulers 
  and a Consort at the same time.
  The Consort represents the Ruler when the Ruler is 
  occupied or otherwise unable to act. With the Ruler’s 
  permission, the Consort may perform any of the Ruler’s 
  duties, allowing the Ruler to effectively act in two places at 
  once. If the Ruler dies, the Consort may act as Ruler until the 
  Heir comes of age and can take over as Ruler.
  Benefit: Add half your Charisma modifier to Loyalty. If the 
  ruler is unavailable during a turn, you may act as the Ruler 
  for that turn, negating the vacancy penalty for having no 
  Ruler, though you do not gain the Ruler benefit. If you act as 
  the Ruler for the turn, you must succeed at a Loyalty check 
  during the kingdom’s Upkeep phase or Unrest increases by 1.
  Vacancy Penalty: None.
  councilor
  The Councilor acts as a liaison between the citizenry and 
  the other kingdom leaders, parsing requests from the 
  commonwealth and presenting the leaders’ proclamations 
  to the people in understandable ways. It is the Councilor’s 
  responsibility to make sure the Ruler is making decisions 
  that benefit the kingdom’s communities and its citizens.
  Benefit: Add your Charisma modifier or Wisdom modifier 
  to Loyalty.
  Vacancy Penalty: Loyalty decreases by 2. The kingdom 
  gains no benefits from the holiday edict. During the Upkeep 
  phase, Unrest increases by 1.
  general
  The General is the highest-ranking member of the kingdom’s 
  military. If the kingdom has an army and a navy, the heads 
  of those organizations report to the kingdom’s General. The 
  General is responsible for looking after the needs of the 
  military and directing the kingdom’s armies in times of war. 
  Most citizens see the General as a protector and patriot.
  Benefit: Add your Charisma modifier or Strength modifier 
  to Stability.
  Vacancy Penalty: Loyalty decreases by 4.
  grand diplomat
  The Grand Diplomat is in charge of the kingdom’s 
  foreign policy—how it interacts with other kingdoms and 
  similar political organizations such as tribes of intelligent 
  monsters. The Grand Diplomat is the head of all of the 
  kingdom’s diplomats, envoys, and ambassadors. It is the 
  Grand Diplomat’s responsibility to represent and protect 
  the interests of the kingdom with regard to foreign powers.
  Benefit: Add your Charisma modifier or Intelligence 
  modifier to Stability.
  Vacancy Penalty: Stability decreases by 2. The kingdom 
  cannot issue Diplomatic or Exploration edicts.
  heir
  The Heir is usually the Ruler’s eldest son or daughter, though some 
  kingdoms may designate a significant advisor (such as a seneschal) 
  as Heir. The Heir’s time is mostly spent learning to become a 
  ruler—pursuing academic and martial training, touring the 
  kingdom to get to the know the land and its people, experiencing 
  the intrigues of courtly life, and so on. Because the Heir carries the 
  potential of being the next Ruler, the Heir’s role is similar to the 
  Consort in that the Heir may act on behalf of the Ruler.
  Benefit: Add half your Charisma modifier to Loyalty. You 
  may act as the Ruler for a turn, negating the vacancy penalty 
  for the kingdom having no Ruler, though you do not gain 
  the Ruler benefit. Whenever you act as the Ruler for the turn, 
  you must succeed at a Loyalty check during the kingdom’s 
  Upkeep phase or Unrest increases by 1.
  Vacancy Penalty: None.
   
  
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  high priest
  The High Priest tends to the kingdom’s religious needs and 
  guides its growth. If the kingdom has an official religion, the 
  High Priest may also be the highest-ranking member of that 
  religion in the kingdom, and has similar responsibilities over 
  the lesser priests of that faith to those the Grand Diplomat has 
  over the kingdom’s ambassadors and diplomats. If the kingdom 
  has no official religion, the High Priest may be a representative 
  of the most popular religion in the kingdom or a neutral party 
  representing the interests of all religions allowed by the kingdom.
  Benefit: Add your Charisma modifier or Wisdom modifier 
  to Stability.
  Vacancy Penalty: Stability and Loyalty decrease by 2. 
  During the Upkeep phase, Unrest increases by 1.
  magister
  The Magister guides the kingdom’s higher learning and 
  magic, promoting education and knowledge among the 
  citizens and representing the interests of magic, science, and 
  academia. In most kingdoms, the Magister is a sage, a wizard, 
  or a priest of a deity of knowledge, and oversees the 
  governmental bureaucracy except regarding finance.
  Benefit: Add your Charisma modifier or 
  Intelligence modifier to Economy.
  Vacancy Penalty: Economy decreases by 4.
  marshal
  The Marshal ensures that the kingdom’s laws are 
  being enforced in the remote parts of the kingdom 
  as well as in the vicinity of the capital. 
  The Marshal is also responsible 
  for securing the kingdom’s 
  borders. He organizes regular 
  patrols and works with the 
  General to respond to threats 
  that militias and adventurers 
  can’t deal with alone.
  Benefit: Add your Dexterity 
  modifier or Wisdom modifier to 
  Economy.
  Vacancy Penalty: Economy decreases 
  by 4.
  royal enforcer
  The Royal  Enforcer  deals with 
  punishing criminals, working with 
  the Councilor to make sure the 
  citizens feel the government is 
  adequately dealing with wrongdoers, 
  and working with the Marshal to 
  capture fugitives from the law. The Royal 
  Enforcer may grant civilians the authority to kill 
  in the name of the law.
  Benefit: Add your Dexterity modifier or Strength modifier 
  to Loyalty. During the Upkeep phase, you may decrease 
  Unrest by 1; if you do so, you must succeed at a Loyalty check 
  or Loyalty decreases by 1.
  Vacancy Penalty: None.
  spymaster
  The Spymaster observes the kingdom’s criminal elements 
  and underworld and spies on other kingdoms. The Spymaster 
  always has a finger on the pulse of the kingdom’s underbelly, 
  and uses acquired information to protect the interests of the 
  kingdom at home and elsewhere through a network of spies 
  and informants.
  Benefit: During the Edict phase, choose one kingdom 
  attribute (Economy, Loyalty or Stability). Add your Dexterity 
  modifier or Intelligence modifier to this attribute.
  Vacancy Penalty: Economy decreases by 4. During the 
  Upkeep phase, Unrest increases by 1.
  treasurer
  The Treasurer monitors the state of the kingdom’s Treasury 
  and citizens’ confidence in the value of their money and 
  investigates whether any businesses are taking unfair 
  advantage of the system. The Treasurer is in charge 
  of the tax collectors and tracks debts and credits 
  with guilds and other governments.
  Benefit: Add your Intelligence modifier or 
  Wisdom modifier to Economy.
  Vacancy Penalty: Economy decreases by 4. The 
  kingdom cannot collect taxes—during the Edict 
  phase, when you would normally collect taxes, 
  the kingdom does not collect taxes at all and 
  the taxation level is considered “none.” 
  viceroy
  The Viceroy represents the Ruler’s 
  interests on an ongoing basis in a 
  specific location such as a colony or 
  vassal state (see the optional  Vassalage 
  edict). The Viceroy is in effect the Ruler for 
  that territory; her orders are superseded only 
  by direct commands from the Ruler.
  Benefit: Add half your Intelligence or 
  Wisdom modifier to Economy. You may 
  assume any leadership role (including 
  Ruler) for your colony or vassal state, but 
  any benefit you provide in this role is 1 
  less than normal; if you do so, you must 
  spend 7 days that month performing 
  duties appropriate to that leadership role in 
  addition to the 7 days spent for Viceroy duties.
  Vacancy Penalty: If you have no Viceroy for your 
  vassal state, treat it as if it had the Ruler vacancy penalty.
   
  
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  warden
  The Warden is responsible for enforcing laws in larger 
  settlements, as well as ensuring the safety of the kingdom 
  leaders. The Warden also works with the General to deploy 
  forces to protect settlements and react to internal threats.
  Benefit: Add your Constitution modifier or Strength 
  modifier to Loyalty.
  Vacancy Penalty: Loyalty and Stability decrease by 2.
  gaining experience for leadership
  As the kingdom grows, the party gains experience points the 
  first time it reaches each of the following milestones.
  Found a Kingdom: 700 XP 
  Establish a Capital City: 600 XP 
  Reach a Kingdom Size of  11: 1,200 XP 
  Reach a Kingdom Size of  26: 2,400 XP 
  Reach a Kingdom Size of  51: 4,800 XP 
  Reach a Kingdom Size of  101: 6,400 XP 
  Reach a Kingdom Size of  151: 12,800 XP 
  Reach a Kingdom Size of  201: 38,400 XP 
  Fill a Settlement with 4 Lots of  Buildings: 800 XP 
  Fill a Settlement with 16 Lots of  Buildings: 2,400 XP 
  Fill a Settlement with 36 Lots of  Buildings: 6,400 XP
  build PoinTS
  The units of a kingdom’s wealth and productivity are build 
  points (BP). Build points are an abstraction representing the 
  kingdom’s expendable assets, not just gold in the treasury. 
  Build points include raw materials (such as livestock, lumber, 
  land, seed, and ore), tangible goods (such as wagons, weapons, 
  and candles), and people (artisans, laborers, and colonists). 
  Together, these assets represent the labor and productive 
  output of your citizens.
  You spend BP on tasks necessary to develop and protect 
  your kingdom—planting farms, creating roads, constructing 
  buildings, raising armies, and so on. These things are made 
  at your command, but they are not yours. The cities, roads, 
  farms, and buildings belong to the citizens who build 
  them and use them to live and work every day, and those 
  acts of living and working create more BP for the kingdom. 
  As the leaders, you use your power and influence to direct 
  the economic and constructive activity of your kingdom, 
  deciding what gets built, when, and where.
  Build points don’t have a precise exchange rate to gold 
  pieces because they don’t represent exact amounts of 
  specific resources. For example, you can’t really equate the 
  productivity of a blacksmith with that of a stable, as their 
  goods are used for different things and aren’t produced at 
  the same rate, but both of them contribute to a kingdom’s 
  overall economy. In general, 1 BP is worth approximately 
  4,000 gp; use this value to get a sense of how costly various 
  kingdom expenditures are. In practice, it is not a simple 
  matter to convert one currency to the other, but there 
  are certain ways for your PC to spend gp to increase the 
  kingdom’s BP or withdraw BP and turn them into gold for 
  your character to spend.
  Providing a seed amount of BP at the start of kingdom 
  building means your kingdom isn’t starving for resources in 
  the initial months. Whether you acquire these funds on your 
  own or with the help of an influential NPC is decided by the 
  GM, and sets the tone for much of the campaign.
  wealthy sponsor
  In many cases, a kingdom’s initial BP come from a source 
  outside your party. A wealthy queen may want to tame some 
  of the wilderness on her kingdom’s borders, or a merchant’s 
  guild may want to construct a trading post to increase 
  trade with distant lands. Regardless of the intent, the work 
  involved to create a new settlement costs thousands of gold 
  pieces—more than most adventurers would want to spend 
  on mundane things like jails, mills, and piers.
  It is an easy matter for the GM to provide these funds in 
  the form of a quest reward. A wealthy queen may grant you 
  minor titles and BP for your treasury if you kill a notorious 
  bandit and turn his ruined castle into a town, or a guild 
  may provide you with a ship full of goods and workers and 
  enough BP to start a small colony on a newly discovered, 
  resource-rich continent. In exchange for this investment, 
  the sponsor expects you to be a vassal or close ally; in some 
  cases, you may be required to pay back these BP (such as at a 
  rate of 1 BP per turn) or provide tribute to the patron on an 
  ongoing basis (such as at a rate of 10% of your income per 
  turn, minimum 1 BP).
  An appropriate starting amount is 50 BP. This amount is 
  enough to keep a new kingdom active for a few turns while it 
  establishes its own economy, but it is still at risk of collapse 
  from mismanagement or bad luck.
  As the initial citizens represented by this BP investment 
  are probably loyal to the sponsor, taking action against the 
  sponsor may anger those people and cause trouble. For 
  example, if you rebuff the queen’s envoy, your citizens may 
  see this as a snub against the queen and rebel.
  Your responsibility to the sponsor usually falls into one 
  of the following categories, based on the loan arrangement.
  Charter: The sponsor expects you to explore, clear, and 
  settle a wilderness area along the sponsor’s border—an area 
  where the sponsor has some territorial claims. You may have 
  to fend off other challengers for the land.
  Conquest: The sponsor’s soldiers clashed with the army 
  of an existing kingdom and the kingdom’s old leaders have 
  fled, surrendered, or been killed. The sponsor has placed you 
  in command of this territory and the soldiers.
  Fief: The sponsor places you in charge of an existing 
  domain within his own already-settled lands. If it includes 
  already improved terrain and cities, you’re expected to govern 
   
  
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  and further improve them. (While you’ll start with land and 
  settlements, you’ll still need around 50 BP to handle your 
  kingdom’s Consumption and development needs.)
  Grant: The sponsor places you in charge of settling and 
  improving an area already claimed by the liege but not 
  significantly touched by civilization. You may have to expand 
  the borders of the land or defend it against hostile creatures.
  starting from scratch
  It’s not easy to start a kingdom—probably the reason everyone 
  doesn’t have one. If you are founding a kingdom on your 
  own, without an external sponsor or a fantastic windfall of 
  resources, the initial financial costs can be crippling to PCs. 
  Even building a new town with just a House and an Inn costs 
  13 BP—worth over 50,000 gp in terms of stone, timber, labor, 
  food, and so on. To compensate for this (and encourage you 
  to adventure in search of more gold that you can convert 
  into BP), if you’re running a small, self-starting kingdom, 
  the GM may allow you to turn your gold into BP at a better 
  rate. You may only take advantage of this if you don’t have 
  a sponsor; it represents your people seeing the hard work 
  you’re directly putting in and being inspired to do the same 
  to get the kingdom off the ground.
  This improved rate depends on the Size of your kingdom, 
  as shown in the following table.
  Table 4: STaRTing fRom ScRaTch
  Kingdom Size
  PRice of 1 bP
  WiThdRaWal RaTe* 
  01—25
  1,000 gp
  500 gp
  26—50
  2,000 gp
  1,000 gp
  51—100
  3,000 gp
  1,500 gp
  101+
  4,000 gp
  2,000 gp
  *If you make a withdrawal from the Treasury during 
  the Income phase, use this withdrawal rate to determine how 
  much gp you gain per BP withdrawn.
  The GM may also allow you to discover a cache of goods 
  worth BP (instead of gp) as a reward for adventuring, giving 
  you the seed money to found or support your kingdom.
  Kingdom TuRn SeQuence
  A kingdom’s growth occurs during four phases, which 
  together make up one kingdom turn (1 month of game time). 
  The four phases are as follows:
  Phase 1—Upkeep: Check your kingdom’s stability, pay 
  costs, and deal with Unrest. If your kingdom controls 0 
  hexes, skip the Upkeep phase and proceed to the Edict phase.
  Phase 2—Edict: Declare official proclamations about taxes, 
  diplomacy, and other kingdom-wide decisions.
  Phase 3—Income: Add to your Treasury by collecting 
  taxes and converting gp into BP, or withdraw BP from your 
  kingdom for your personal use.
  Phase 4—Event: Check whether any unusual events 
  occur that require attention. Some are beneficial, such 
  as an economic boom, good weather, or the discovery of 
  remarkable treasure. Others are detrimental, such as foul 
  weather, a plague, or a rampaging monster.
  These phases are always undertaken in the above order. 
  Many steps allow you to perform an action once per 
  kingdom turn; this means once for the entire kingdom, not 
  once per leader.
  Who RollS The Kingdom checK?
  Running a kingdom is more fun if all the players are involved 
  and each is responsible for making some of the kingdom 
  checks. Who makes each roll depends on the players in your 
  group and what roles they want to play. Some players may not 
  want to make any of these rolls. You may want to start with the 
  following die roll responsibilities and modify them to suit your 
  kingdom and the other players. Anything marked as an optional 
  rule is described in the optional kingdom-building rules.
  Ruler: Loyalty checks, any checks or edicts not covered by 
  other rulers
  Consort: As Ruler when Ruler is unavailable
  Councilor: Holiday edicts
  General: Kingdom checks for events requiring combat
  Grand Diplomat: Diplomatic edicts (optional rule)
   
  
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  Heir: Kingdom event rolls
  High Priest: Holiday edicts, rolls to generate magic items 
  from Cathedrals, Shrines, and Temples
  Magister: Rolls to generate magic items not rolled by the 
  High Priest
  Marshal: Exploration edicts (optional rule)
  Royal Enforcer: Loyalty checks to reduce Unrest or prevent 
  Unrest increases
  Spymaster: Kingdom checks involving crime and foreigners
  Treasurer: Economy checks, Taxation edicts, Trade edicts 
  (optional rule)
  Viceroy: Vassalage edicts (optional rule)
  Warden: Stability checks
  uPKeeP PhaSe
  During the Upkeep phase, you adjust your kingdom’s scores 
  based on what’s happened in the past month, how happy the 
  people are, how much they’ve consumed and are taxed, and 
  so on.
  Step 1—Determine Kingdom Stability: Attempt a Stability 
  check. If you succeed, Unrest decreases by 1 (if this would 
  reduce Unrest below 0, add 1 BP to your Treasury instead). If 
  you fail by 4 or less, Unrest increases by 1; if you fail by 5 or 
  more, Unrest increases by 1d4.
  Step 2—Pay Consumption: Subtract your kingdom’s 
  Consumption from the kingdom’s Treasury. If your Treasury 
  is negative after paying Consumption, Unrest increases by 2.
  Step 3—Fill Vacant Magic Item Slots: If any of your 
  settlement districts have buildings that produce magic items 
  (such as a Caster’s Tower or Herbalist) with vacant magic 
  item slots, there is a chance of those slots filling with new 
  items (see the Magic Items in Settlements section).
  Step 4—Modify Unrest: Unrest increases by 1 for each 
  kingdom attribute (Economy, Loyalty, or Stability) that is 
  a negative number. The Royal Enforcer may attempt to 
  reduce Unrest during this step. If the kingdom’s Unrest is 
  11 or higher, it loses 1 hex (the leaders choose which hex). If 
  your kingdom’s Unrest ever reaches 20, the kingdom falls 
  into anarchy. While in anarchy, your kingdom can take no 
  action and treats all Economy, Loyalty, and Stability check 
  results as 0. Restoring order once a kingdom falls into 
  anarchy typically requires a number of quests and lengthy 
  adventures by you and the other would-be leaders to restore 
  the people’s faith in you.
  Example: Jane is the Ruler of a kingdom with a Size 
  of 30 and a Control DC of 60. Based on leadership role 
  bonuses, kingdom alignment bonuses, and buildings in 
  her settlements, the kingdom’s Economy is 52, its Loyalty 
  is 45, and its Stability is 56. Its Unrest is currently 5, its 
  Consumption is 5, and the Treasury has 12 BP. In Step 1 of 
  the Upkeep phase, Alex, the Warden, attempts a Stability 
  check to determine the kingdom’s stability. Alex rolls a 19, 
  adds the kingdom’s Stability (56), and subtracts its Unrest (5), 
  for a total of 70; that’s a success, so Unrest decreases by 1. In 
  Step 2, the kingdom pays 5 BP for Consumption. None of 
  the kingdom’s magic item slots are empty, so they skip Step 
  3. In Step 4, none of the attributes are negative, so Unrest 
  doesn’t increase. Michael, the Royal Enforcer, doesn’t want 
  to risk reducing the kingdom’s Loyalty, so he doesn’t use his 
  leadership role to reduce Unrest. At the end of this phase, 
  the kingdom has Economy 52, Loyalty 45, Stability 56, Unrest 
  4, Consumption 5, and Treasury 7 BP.
  edicT PhaSe
  The Edict phase is when you make proclamations on 
  expansion, improvements, taxation, holidays, and so on.
  Step 1—Assign Leadership: Assign PCs or NPCs to any 
  vacant leadership roles or change the roles being filled by 
  particular PCs or closely allied NPCs (see Leadership Roles).
  Step 2—Claim and Abandon Hexes: For your kingdom to 
  grow, you must claim additional hexes. You can only claim a 
  hex that is adjacent to at least 1 other hex in your kingdom. 
  Before you can claim it, the hex must first be explored, and then 
  cleared of monsters and dangerous hazards (see Steps 2 and 3 of 
  Founding a Settlement). Then, to claim the hex, spend 1 BP; this 
  establishes the hex as part of your kingdom and increases your 
  kingdom’s Size by 1. The Improvement Edicts table tells you the 
  maximum number of hexes you can claim per turn.
  You may abandon any number of hexes to reduce your 
  kingdom’s Size (which you may wish to do to manage 
  Consumption). Doing so increases Unrest by 1 for each hex 
  abandoned (or by 4 if the hex contained a settlement). This 
  otherwise functions like losing a hex due to unrest (see Step 
  4 of the Upkeep Phase).
  Step 4—Build Terrain Improvements: You may spend 
  BP to build terrain improvements like Farms, Forts, Roads, 
  Mines, and Quarries (see Terrain Improvements).
  You may also prepare a hex for constructing a settlement. 
  Depending on the site, this may involve clearing trees, 
  moving boulders, digging sanitation trenches, and so on. 
  See the Preparation Cost column on the Terrain and Terrain 
  Improvements table to determine how many BP this requires.
  The Improvement Edicts table tells you the maximum 
  number of terrain improvements you can make per turn.
  Step 5—Create and Improve Settlements: You may create a 
  settlement in a claimed hex (see Founding a Settlement). The 
  Improvement Edicts table tells you the maximum number of 
  settlements you can establish per turn.
  You may construct a building in any settlement in your 
  kingdom. When a building is completed, apply its modifiers 
  to your kingdom sheet. The Improvement Edicts table tells 
   
  
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  you the maximum number of buildings you can construct 
  in your kingdom per turn. The first House, Mansion, Noble 
  Villa, or Tenement your kingdom builds each turn does not 
  count against that limit.
  Step 6—Create Army Units: You may create, expand, equip, 
  or repair army units (see Mass Combat).
  Step 7—Issue Edicts: Select or adjust your edict levels (see 
  Edicts).
  Example: Jane’s kingdom has no vacant leadership roles, so 
  nothing happens in Step 1. The leaders don’t want to spend 
  BP and increase Size right now, so in Step 2 they don’t claim 
  any hexes. In Step 3, the leaders construct a Farm in one of the 
  kingdom’s prepared hexes (Consumption —2, Treasury —2 
  BP). In Steps 5 and 6, the leaders continue to be frugal and do 
  not construct settlement improvements or create armies. In 
  Step 7, the leaders issue a Holiday edict of one national holiday 
  (Loyalty +1, Consumption +1) and set the Expansion edict 
  level to “cautious” (Stability +1, Consumption +0). Looking 
  ahead to the Income phase, Jane realizes that an average roll 
  for her Economy check would be a failure (10 on the 1d20 
  + 52 Economy — 4 Unrest = 58, less than the Control DC of 
  60), which means there’s a good chance the kingdom won’t 
  generate any BP this turn. She decides to set the Taxation 
  edict to “minimal” (Economy +2, Loyalty +2), giving her a total 
  modifier of +50 on her Economy check and a slightly better 
  than average chance of success. She rolls an 11, giving her a 
  total of 61 on her Economy check. With minimal taxation, 
  she divides the result by 5 to determine the number of BP 
  generated by the economy this turn. At the end of this phase, 
  the kingdom has Economy 54, Loyalty 48, Stability 55, Unrest 
  4, Consumption 4, and she adds 12 BP to the Treasury.
  income PhaSe
  During the Income phase, you may add to or withdraw from 
  the Treasury as well as collect taxes.
  Step 1—Make Withdrawals from the Treasury: The 
  kingdom-building rules allow you to expend BP on things 
  related to running the kingdom. If you want to spend 
  some of the kingdom’s resources on something for your 
  own personal benefit (such as a new magic item), you may 
  withdraw BP from the Treasury and convert it into gp once 
  per turn, but there is a penalty for doing so.
  Each time you withdraw BP for your personal use, Unrest 
  increases by the number of BP withdrawn. Each BP you 
  withdraw this way converts to 2,000 gp of personal funds.
  Step 2—Make Deposits to the Treasury: You can 
  add funds to a kingdom’s Treasury by donating your 
  personal wealth to the kingdom—coins, gems, 
  jewelry, weapons, armor, magic items, and other 
  valuables you find while adventuring, as long as they 
  are individually worth 4,000 gp or less. For every 
  full 4,000 gp in value of the deposit, increase your 
  kingdom’s BP by 1.
  If you want to donate an item that is worth more than 
  4,000 gp, refer to Step 3 instead.
  Step 3—Sell Expensive Items for BP: You can attempt to 
  sell expensive personal items (that is, items worth more than 
  4,000 gp each) through your kingdom’s markets to add to 
  your Treasury. You may sell one item per settlement district 
  per turn. At the GM’s discretion, a settlement might not have 
  the resources to purchase expensive items in this way.
  To sell an item, divide its price by half (as if selling it to an 
  NPC for gp), divide the result by 4,000 (rounded down), and 
  add that many BP to your Treasury.
  You cannot use this step to sell magic items held or 
  created by buildings in your settlements; those items are the 
  property of the owners of those businesses. (See Magic Items 
  in Settlements for more information on this topic.)
  Step 4—Collect Taxes: Attempt an Economy check, divide 
  the result by 3 (round down), and add a number of BP to your 
  Treasury equal to the result.
  Example: Jane and the other leaders need to keep BP in the 
  kingdom for future plans, so they skip Step 1 of the Income 
  phase. They are worried that they won’t collect enough 
  taxes this turn, so just in case, in Step 2 they deposit 8,000 
  gp worth of coins, gems, and small magic items (Treasury 
  +2 BP). The leaders aren’t selling any expensive items, so 
  nothing happens in Step 3. In Step 4, Rob, the Treasurer, rolls 
  the Economy check to collect taxes. Robert rolls a 9 on the 
  1d20, adds the kingdom’s Economy score (55), and subtracts 
  Unrest (4) for a total of 60, which means the kingdom adds 
  20 BP (the Economy check result of 60, divided by 3) to the 
  Treasury. At the end of this phase, the kingdom has Economy 
  55, Loyalty 42, Stability 55, Unrest 4, Consumption 4, and 
  Treasury 27 BP.
   
  
  19
  19
  evenT PhaSe
  In the Event phase, a random event may affect your kingdom 
  as a whole or a single settlement or hex.
  There is a 25% chance of an event occurring (see Events). If 
  no event occurred during the last turn, this chance increases to 
  75%. Some events can be negated, ended, or compensated for 
  with some kind of kingdom check. Others, such as a rampaging 
  monster, require you to complete an adventure or deal with a 
  problem in a way not covered by the kingdom-building rules.
  In addition, the GM may have an adventure- or campaign-
  specific event take place. Other events may also happen 
  during this phase, such as independence or unification.
  Example: The GM rolls on one of the event tables and 
  determines that a monster is attacking one of the kingdom’s 
  hexes. Instead of attempting a Stability check to deal with 
  the monster (risking increasing Unrest if it fails), Jane and 
  the other leaders go on a quest to deal with the monster 
  personally. They defeat the monster, so the event does not 
  generate any Unrest. At the end of this phase, the kingdom’s 
  scores are unchanged: Economy 55, Loyalty 42, Stability 55, 
  Unrest 4, Consumption 4, and Treasury 27 BP.
  edicTS
  Edicts are the official pronouncements by your government 
  about how you are running the kingdom that turn. For 
  example, you may decide to have low or high taxes, to have 
  more or fewer holidays, and how much effort to put into 
  improving the kingdom’s infrastructure. Edicts fall into four 
  types: Holiday, Improvement, Promotion, and Taxation.
  In the Edict phase of the kingdom turn, you may set 
  the Holiday, Expansion, and Taxation edict categories to 
  whatever level you want, as well as decide how much of your 
  allowed improvement from the Improvement edict you’ll 
  use. For example, you may decide that this turn holidays are 
  quarterly, promotions are aggressive, taxation is minimal, 
  and you won’t build any improvements.
  exPanSion edicTS
  Expansion edicts are events and actions the kingdom uses to 
  attract new citizens and increase the well-being of the kingdom, 
  such as recruitment campaigns, advertisements about services 
  and goods, and propaganda to improve the perception of your 
  kingdom at home and abroad for expanding nations, or focus 
  on stability and protectionism for insular kingdoms. 
  holiday edicts
  Holidays are general celebrations or observances that take 
  place across the kingdom. The BP expenditure includes 
  lost revenue from citizens not working during the holidays, 
  preparations and logistical arrangements that occur year-
  round, and the cost of the actual celebrations. The monthly 
  expenses vary each month but represent an average spread 
  across the entire year. If the kingdom’s rulers reduce the 
  amount of holidays they fund at any point during a calendar 
  year, they take a ─1 penalty to Loyalty for the remainder of the 
  year for each step by which holiday funding is reduced.
  The number of holidays per year is the number you promise 
  to uphold and the number that the common folk expect to enjoy 
  over the next months. The Loyalty and Consumption modifiers 
  change as soon as you change the number of holidays per year. 
  The listed number assumes that you are fulfilling your promise—
  if you announce 12 holidays in the coming year but don’t actually 
  hold and pay for them, the GM should increase your kingdom’s 
  Unrest to reflect public disappointment and outrage. 
  Example: Lance is the Ruler of a kingdom with some 
  Loyalty issues. He issues a Holiday edict that there will be 
  weekly kingdom-wide official holidays for the next month 
  (Loyalty +4, Economy +2). In the second turn, he worries 
  about the increased Consumption’s effect on the Treasury, 
  so he issues a new Holiday edict decreeing that until further 
  notice, there will be no kingdom-wide holidays. He loses the 
  previous +4 Loyalty bonus and incurs a —4 Loyalty penalty 
  for the new Holiday edict, but no longer has to pay the 1d12 
  Consumption each turn for his previous edict. 
  Table 6: holiday edicTS
  fReQuency
  conSumPTion
  economy
  loyalTy
  None 
  -
  -2 
  -4
  Annual
  1 BP
  -1
  -2
  Quarterly
  1d3 BP
  0
  0
  Monthly
  1d6 BP
  +1
  +2
  Weekly
  1d12 BP
  +2
  +4
  imPRovemenT edicTS
  Improvements are physical improvements you can make to 
  your kingdom: founding new settlements, adding buildings 
  to a settlement, building roads, creating facilities such as 
  mines to tap natural resources, and claiming more hexes for 
  your kingdom. Your kingdom’s Size limits 
  how many improvements you can make 
  each turn; see the Improvement Edicts table 
  below. You can make all of the improvements 
  listed on the appropriate row of the table. 
  For example, if your kingdom’s Size is 5, on 
  each turn you can create 1 new settlement, 1 
  new building, 2 terrain improvements, and 
  claim 1 more hex.
  Table 5: exPanSion edicTS
  aTTiTude
  hex 
  claimS
  STabiliTy
  loyalTy
  economy
  conSumPTion
  Isolationist
  -1
  +2
  +1
  -2
  -1 BP
  Cautious
  standard
  +
  -
  -1
  -
  Standard
  standard
  -
  -
  -
  -
  Aggressive
  +1
  -1
  -1
  +1
  1d4 BP
  Imperialist
  +2
  -2
  -2
  +2
  2d4 BP
   
  
  20
  20
  Table 7: imPRovemenT edicTS
  Kingdom 
  Size
  neW 
  SeTTlemenTS*
  neW 
  buildingS**
  TeRRain 
  imPRovemenTS
  hex 
  claimS 
  01–10
  1
  1
  2
  1
  11–25
  1
  2
  3
  2
  26–50
  1
  5
  5
  3
  51–100
  2
  10
  7
  4
  101–200
  3
  20
  9
  8
  201+
  4
  No limit
  12
  12
  *Instead of creating a new settlement, your kingdom may 
  create a new army unit (see Mass Combat), expand or equip 
  an existing army unit, or bring an existing army unit back to 
  full strength.
  **Upgrading a building (for example, from a Shrine to a 
  Temple) or destroying a building counts toward this limit. 
  The first House, Mansion, Noble Villa, or Tenement your 
  kingdom builds each turn does not count against this 
  number.
  TaxaTion edicTS
  Setting the tax level determines how much revenue you 
  collect from taxes in the Income phase. Higher taxes 
  increase your kingdom’s Economy (making it easier for you 
  to succeed at Economy checks to generate revenue) but make 
  your citizens unhappy (reducing Loyalty).
  Table 8: TaxaTion edicTS
  Tax level 
  Revenue
  economy
  loyalTy
  Minimal 
  Economy 
  check/5
  +2
  +2
  Light 
  Economy 
  check/4
  +1 
  +1
  Normal 
  Economy 
  check/3
  -
  -
  Heavy 
  Economy 
  check/2.5
  -2
  Crushing
  Economy 
  check/2
  -4
  -8
   
  
  21
  21
   loSing hexeS
  If you lose control of a hex—whether because of Unrest, 
  monster attacks, assaults from a hostile kingdom, and so 
  on—you lose all the benefits of any terrain improvements 
  in that hex (such as Farms and Roads). All settlements in that 
  hex become free cities with no loyalty to you or any other 
  kingdom. At the GM’s discretion, monsters may move into 
  the abandoned hex, requiring you to clear it again if you 
  want to claim it later, and terrain improvements may decay 
  over time.
  Losing a hex may break your connection to other kingdom 
  hexes. For example, losing the only hex that bridges two 
  sides of a mountain range creates two separate territories. 
  If this happens, the primary territory is the part of the 
  kingdom with your capital city, and the rest of the kingdom 
  is the secondary territory. If none of the kingdom’s leaders 
  are in the secondary territory when this split happens, you 
  lose control of all hexes (as described above) in the secondary 
  territory.
  If at least one kingdom leader is in the secondary territory 
  when the split occurs, you retain control of the secondary 
  territory, but kingdom checks regarding its hexes treat 
  Unrest as 1 higher, increasing by 1 each turn after the split. 
  This modifier goes away if you claim a hex that reconnects 
  the secondary territory to the primary territory.
  If you claim a hex that reestablishes a connection to a 
  leaderless secondary territory, you regain the benefits of 
  the territory’s terrain improvements. You must succeed at a 
  Stability check to reclaim each of your former settlements in 
  the secondary territory. You initially have a +5 bonus on these 
  checks because the cities want to return to your kingdom, 
  but this bonus decreases by 1 (to a minimum bonus of +0) for 
  each subsequent turn since you lost control of the secondary 
  territory.
  If your kingdom is reduced to 0 hexes—whether through 
  Unrest, a natural disaster, an attack by another kingdom, or 
  other circumstances—you are at risk of losing the kingdom. 
  On your next turn, you must claim a new hex and found or 
  claim a new settlement, or your kingdom is destroyed and 
  you must start over if you want to found a new kingdom. At 
  the GM’s discretion, you may be able to keep some BP from 
  your destroyed kingdom’s Treasury for a time; otherwise, 
  those assets are lost.
  TeRRain imPRovemenTS
  Terrain improvements are changes to a hex that improve 
  the land for your kingdom’s use, such as cultivating fields, 
  digging mines, and clearing forests for lumber. The following 
  list describes common improvements. An improvement 
  marked with an asterisk (*) can share the same hex as other 
  improvements.
  Some terrain improvements affect a settlement’s Defense, 
  which is used in the mass combat rules.
  Terrain: This indicates what kind of hex you can build this 
  terrain improvement in.
  Effect: This line states the effect the terrain improvement 
  has on that hex (or in some cases, your entire kingdom).
  If an improvement says you can upgrade it into another 
  improvement, you can do so by paying the cost difference 
  between the two improvements. When the upgrade is 
  complete, you lose the benefit of the old improvement but 
  gain the benefit of the new improvement.
  Cost: This line gives the cost in BP to build the terrain 
  improvement.
  aQueduct*
  An Aqueduct brings water from alpine lakes and rivers to 
  lowland cities where water is scarce or insufficient for the 
  local populace. A finished series of Aqueduct hexes must 
  connect to a hill or mountain hex (with a river or lake) on 
  one end and a settlement on the other end; otherwise, you 
  do not gain its benefit.
  Terrain: One end must be hill or mountain hex; can pass 
  through any type of hex.
  Effect: Loyalty+1, Stability +1, allows settlement to build 
  water-dependent buildings.
  Cost: As a Road, except the cost is not doubled for hexes with 
  rivers (see Table 9: Terrain and Terrain Improvements).
  Bridge*
  A Bridge allows your Road hexes to cross rivers.
  Cost: When you build a Road in a hex that contains a river, 
  the doubled coast of the Road includes the cost of bridges 
  needed to cross the river. You don’t need to build a Bridge as 
  a separate unit; it’s listed here for reference only.
  canal*
  A Canal is an artificial waterway that allows barge traffic to 
  haul heavy commodities.
  Terrain: Desert, hill, or plain.
  Effect: Settlements in a hex with a Canal treat the hex as if it 
  had a river.
  Cost: Twice the cost of a Road (see Table 9: Terrain and 
  Terrain Improvements).
  farm*
  A Farm helps feed your kingdom.
  Terrain: Desert (requires canal, coastline, or river), hill, or 
  plain.
  Effect: Consumption decreases by 2 BP.
  Cost: See Table 9: Terrain and Terrain Improvements.
   
  
  22
  22
  fishery*
  A Fishery is like a Farm, except it provides abundant fish 
  rather than planted crops.
  Terrain: Coastline, water, river, or marsh.
  Effect: Consumption decreases by 1 BP.
  Cost: 4 BP.
  fort*
  A Fort is a walled encampment for military forces outside a 
  settlement. You can upgrade a Watchtower to a Fort (Unrest 
  decreases when you do so, just as if you had built the Fort 
  from scratch).
  Terrain: Any land.
  Effect: Stability +2, Defense +4, increase Consumption by 
  1 BP; Unrest decreases by 1 when completed. If this hex 
  becomes a settlement, this improvement counts as one 
  Barracks and one Stables building.
  Cost: 24 BP.
  highway*
  A highway is a paved and well-maintained version of a Road. 
  You may upgrade a Road into a Highway. You must have a 
  kingdom of Size 26 or greater to build a Highway.
  Terrain: Any hex with a Road.
  Effect: Economy +1 for every 4 hexes of Highway, Stability +1 
  for every 8 hexes of Highway; improves overland travel speed.
  Cost: Twice the cost of a Road (see Table 9: Terrain and 
  Terrain Improvements).
  mine
  A Mine extracts metal, coal, salt, or other useful materials 
  from the earth.
  Terrain: Cavern, desert, hill, or mountain.
  Effect: Economy +1, earn +1 BP per turn when collecting 
  taxes during the Income phase.
  Cost: 6 BP.
  Quarry
  A Quarry extracts workable stone from the ground.
  Terrain: Cavern, hill, or mountain.
  Effect: Stability +1, earn +1 BP per turn when collecting taxes 
  during the Income phase.
  Cost: 6 BP.
  road*
  A Road speeds travel through your kingdom and promotes 
  trade. You can upgrade a Road to a Highway.
  Terrain: Any land.
  Effect: Economy +1 for every 4 hexes of Road, Stability +1 for 
  every 8 hexes of Road; improves overland travel speed.
  Cost: See the Road column of Table 9: Terrain and Terrain 
  Improvements.
  sawmill
  A sawmill centralizes the activities of loggers and turns trees 
  into lumber for use in building and crafting.
  Terrain: Forest or jungle.
  Effect: Stability +1, earn +1 BP per turn when collecting taxes 
  during the Income phase.
  Cost: 3 BP.
   
  
  23
  23
  watchtower*
  A Watchtower flies your flag, is a safe place for your patrols, 
  and establishes your power on the frontier. A Watchtower 
  cannot share a hex with a Fort or another Watchtower.
  Terrain: Any land.
  Effect: Stability +1, Defense +2; Unrest decreases by 1 
  when completed. If this hex becomes a settlement, this 
  improvement counts as a Watchtower building.
  Cost: 12 BP.
  SPecial TeRRain
  Some hexes contain features or resources that impact a 
  kingdom’s Economy, Loyalty, Stability, and other game 
  statistics. These terrain resources are placed by the GM—not 
  by player characters—for you to discover while exploring or 
  adventuring, and may modify terrain improvements or cities.
  Bridge: The hex contains an existing Bridge over a 
  waterway. If you build a Road in this hex, you do not have to 
  double the cost of the Road.
  Building: The hex contains an abandoned building in 
  good repair (type determined by the GM). If you establish 
  a settlement at the building’s location in the hex, you can 
  incorporate the building into the settlement at no cost (this 
  does not count toward your building limit for that turn).
  Free City: A Free City is a settlement that is not part of 
  any established kingdom. Claiming a hex with a Free City is 
  an excellent way to add a fully functional settlement to your 
  kingdom. In order to claim a Free City hex peacefully, you 
  must succeed at a Stability check. Failure indicates radicals 
  and upstarts in the settlement and Unrest increases by 1d4.
  Lair: A Lair is usually a cave or defensible shelter that can 
  be used as a defensive fallback point, a storage location, or 
  even a guard post or prison. If you claim a hex with a Lair, 
  Stability increases by 1. If you construct a Fort or Watchtower 
  over a Lair, its Defense increases by 1. At the GM’s option, 
  a Lair may allow access to an underground cavern hex (see 
  Table 9: Terrain and Terrain Improvements).
  Landmark: A Landmark is a site of great pride, mystery, 
  and wonder, such as an outcropping in the shape of a human 
  face, a smoking volcano, or a lake with an unusual color or 
  unique properties. The Landmark bolsters your kingdom’s 
  morale. If you claim a hex with a Landmark, Loyalty increases 
  by 1. If the hex also has a Road or Highway, Loyalty increases 
  by an additional 1.
  Resource: A Resource is a ready supply of some kind of 
  valuable commodity that offers a great economic boon to 
  your kingdom, such as exotic lumber, precious metal, gems, 
  rare herbs, incense, silk, ivory, furs, salt, dyes, and the like. 
  If you claim a hex with a Resource, Economy increases by 1. 
  If you construct a Mine, Quarry, or Sawmill in a hex with a 
  Resource, all of its benefits increase by 1. If you construct a 
  Farm or Fishery in a hex with a Resource, those improvements 
  decrease Consumption by an additional 1 BP.
  River: A River allows water travel through your kingdom, 
  facilitating trade and allowing irrigation. Economy increases 
  by 1 for every 4 River hexes claimed, and Stability increases 
  by 1 for every 8 such hexes claimed.
  Ruin: A Ruin is a partially destroyed building. If you claim 
  a hex containing a Ruin and build a settlement at the Ruin’s 
  location, you can use the Ruin as the basis of an appropriate 
  type of building (as determined by the GM), reducing the 
  cost of that building by half. Alternatively, you can salvage 
  building materials from the Ruin, reducing the cost of 1 
  building in that hex by 1d4 BP.
  SeTTlemenTS and diSTRicTS
  The greatest assets of your kingdom are its settlements. Most 
  settlements start as simple villages, and some grow over time 
  into bustling cities.
  The District Grid is divided into 9 large blocks, and each 
  block into four smaller lots; however, this does not mean 
  that every city district is literally a square grid. Real world 
  cities of the Middle Ages and Renaissance come in all shapes 
   
  
  24
  24
  and sizes, and so too do fantasy cities; the grid is merely an 
  abstraction to help organize information about how the city 
  is organized and what parts of it are near one another. You 
  can use the grid to represent an actual map of the settlement, 
  or you could split the lots apart and rearrange them on either 
  side of a river or across several islands or atop and alongside 
  a hill or cliff. The visual representation of a city is limited 
  only by your imagination, while the grid serves as a tool to 
  build out the city in a logical way. As a rule of thumb, each 
  building lot is assumed to be 200 feet on a side, though if you 
  prefer a larger, more spread-out city you could have lots up 
  to 750 feet on a side, which if placed in a square arrangement 
  would give you a district about 1 mile square. Whatever their 
  size, on each lot you may construct a building, and each 
  building affects your kingdom’s Economy, Loyalty, and so on.
  Much like the blocks and lots themselves, when you 
  construct a “building” in your settlement, this also is a 
  convenient abstraction to describe the kind of buildings you 
  are creating on that lot. While some of the larger buildings 
  might in fact be standalone buildings, like an Arena, Castle, 
  or Cathedral, for the most part a lot of buildings is assumed 
  to contain numerous buildings of a similar kind clustered 
  together, along with living quarters for many of their patrons 
  and proprietors. An “Inn” filling a lot is not a single sprawling 
  structure covering 40,000 square feet (for a 200-foot-square 
  lot) or over half a million square feet - the size of a large 
  urban convention center - if using 750-foot-square lots. 
  Instead, that “Inn” may represents a dozen or more similar 
  businesses all devoted to a similar trade, or a smaller number 
  of establishments plus a variety of homes, apartments, and 
  support businesses clustered around them, with streets and 
  alleys winding amongst the buildings in each block.
  If you decide to name your buildings, be they Inns, Arenas, 
  Cathedrals, or any other building, that name might refer to 
  the largest and most prosperous business of its kind on the 
  block rather than a massive business that owns the entire 
  space. Alternatively, you could simply treat any proper name 
  you give it as the name of the district or neighborhood as a 
  whole. In many real-world cities, a particular street or park 
  may lend its name to the entire neighborhood of which it is 
  a part. This works just as well when creating a fantasy city, 
  especially if you develop squares of similar lots together to 
  form cohesive, natural parts of your city.
  Most settlements only have 1 district. If your District 
  Grid is full and you want to add another district (for 
  example, if you run out of available lots in that settlement 
  and want to construct additional buildings), you can create 
  an additional district for that settlement by paying the 
  preparation cost for the settlement’s terrain as listed on 
  Table 9: Terrain and Terrain Improvements. Remember 
  that your kingdom’s Control DC is based on the number 
  of districts in your settlement.
   
  
  25
  25
  The placement of buildings in your district is up to 
  you—you can start in the center of the district and build 
  outward, or start at the edge and build toward the center. 
  Some buildings (such as the Guildhall) take up more 
  than 1 lot on the grid, and you may build them so they 
  occupy a single block or in such a way as to straddle two 
  adjoining blocks. 
  Construction: Construction is completed in the same 
  turn you spend BP for the building, no matter what 
  its size is. A building’s benefits apply to your kingdom 
  immediately. At the GM’s discretion, construction 
  magic (such as fabricate or wall of stone) can reduce a 
  single building’s BP cost by 2 (minimum 0). This is a 
  one-time reduction per turn, regardless of the amount 
  of magic used.
  Population: As a simple rule of thumb, a settlement’s 
  population is approximately equal to the number of 
  completed lots within its districts × 250. A grid that 
  has all 36 lots filled with buildings has a population of 
  approximately 9,000.
  Defense: A settlement’s Defense is used with the mass 
  combat rules. It otherwise has no effect unless the settlement 
  is attacked. You can increase a settlement’s Defense by 
  building certain structures (such as City Walls).
  founding a SeTTlemenT
  Before you can start your own kingdom, you first need a base 
  of operations—a fort, village, or other settlement—where you 
  can rest between adventures and where your citizens know they 
  can find you if they need help or want to pay their taxes. Once 
  you have a kingdom, you’ll want to create more settlements 
  in order for the kingdom to grow and prosper. To found a 
  settlement, you must perform the following steps. (These 
  steps assume you’re building a new settlement from scratch; 
  if you’re attempting to incorporate an existing settlement into 
  your kingdom, see Free City under Special Terrain.)
  Step 1—Acquire funds. You’ll need money and resources 
  in the form of build points.
  Step 2—Explore and clear a hex. You’ll need to explore the 
  hex where you want to put the settlement. See the Exploration 
  Time column on the Terrain and Terrain Improvements 
  table to see how long this takes. Once you have explored the 
  hex, clear it of monsters and dangerous hazards. The time 
  needed to clear it depends on the nature of the threats; this 
  step is usually handled by you completing adventures there 
  to kill or drive out monsters.
  Step 3—Claim the hex as yours. Once you have BP and have 
  explored and cleared the hex, you can claim it. Spend 1 BP 
  to do so; this represents setting up very basic infrastructure 
  such as clearing paths, hiring patrols, setting up a tent city, 
  and so on. This establishes the hex as part of your kingdom 
  (or the beginning of your kingdom).
  Table 9: TeRRain and TeRRain imPRovemenTS
  TeRRain
  exPloRaTion Time1
  PRePaRaTion Time2
  PRePaRaTion coST3
  faRm 4
  Road5,6
  Cavern7
  3 days
  3 months
  8 BP
  —
  4 BP
  Coastline8 
  Special
  Special
  Special
  Special
  Special
  Desert
  2 days
  1 month
  8 BP
  4 BP
  4 BP
  Forest
  2 days
  2 months
  4 BP
  —
  2 BP
  Hills
  1 day
  1 month
  4 BP
  2 BP
  3 BP
  Jungle
  2 days
  4 months
  12 BP
  —
  4 BP
  Marsh
  3 days
  3 months
  8 BP
  —
  4 BP
  Mountains
  3 days
  4 BP
  12 BP
  —
  Plains
  1 day
  Immediate
  1 BP
  2 BP
  1 BP
  Water
  2 days
  —
  —
  —
  —
  1 Exploration time represents how many days a typical scouting party requires 
  to explore a hex of this type. Treat Cavern as Mountain and Jungle as Marsh 
  for exploration time. Do not adjust the speed for Water hexes; it’s assumed 
  that the party is already using a boat or other watercraft to explore.
  2 Preparation time represents the months of labor (beginning with the 
  current turn) required to prepare the hex for settlement. Construction of 
  buildings can begin in the current month for settlements built on plains.
  3 Preparation cost represents the BP cost to clear a hex of this type in 
  preparation for founding a settlement.
  4 Farm cost represents the BP cost to cultivate a hex for farming. A Farm 
  must be within or adjacent to a hex containing a river, lake, swamp, or 
  Canal, or adjacent to at least 2 hexes that already contain Farms.
  5 Road cost represents the BP cost to establish a Road that crosses a hex and 
  connects to all adjacent hexes. The cost to build a Road doubles if the 
  hex contains rivers. A kingdom with a Size of 26 or greater can build a 
  Highway (or upgrade a Road to a Highway).
  6 If the hex contains any rivers, double the listed cost to reflect the need to 
  build bridges.
  7 This is a large system of caves and underground passages and can be found 
  in any terrain type except Marsh. It functions as an additional hex that 
  exists underground, below the surface hex.
  8 Treat this as the adjacent land terrain type for all purposes
   
  
  26
  26
  Step 4—Prepare the site for construction. To put a 
  settlement on a claimed hex, you’ll need to prepare it. 
  Depending on the site, this process may involve clearing 
  trees, moving boulders, digging sanitation trenches, and 
  so on. See the Preparation Cost column on the Terrain 
  and Terrain Improvements table for the BP cost. If your 
  settlement is in a hex containing a canal, lake, ocean, river, 
  or similar large body of water, you must decide which of 
  your settlement’s borders are water (riverbanks, lakeshores, 
  or seashores) or land. Some types of buildings, such as Mills, 
  Piers, and Waterfronts, must be adjacent to water.
  Step 5—Construct your first buildings. Construct 1 
  building in your settlement and pay its BP cost. If this is 
  your kingdom’s first settlement, you should start with an 
  Inn, Shrine, Monastery, or Watchtower. In addition, you 
  may also purchase and construct 1 House, Mansion, Noble 
  Villa, or Tenement. If your first building is an Inn, you must 
  construct a House or Tenement next to it, as building an Inn 
  requires an adjacent House or Tenement.
  When you complete these steps, you’ve founded your 
  settlement! If this is your first settlement, it’s considered 
  your kingdom’s capital city.
  claiming WaTeR and iSlandS
  When you claim a hex that contains part of an ocean or lake, 
  your claim includes the water portion of that hex. In effect, 
  your kingdom automatically controls a small portion of the 
  waters adjacent to its coastline. Because any new hex you claim 
  must be adjacent to an existing hex in your kingdom, if you 
  want to claim land beyond that water (such as an island), you 
  must first explore and claim the intervening deep water hexes. 
  Your exploration only applies to the water’s surface—you are 
  searching for uncharted islands, dangerous reefs, and so on. 
  The GM may want to treat the underwater portion of a hex 
  as a separate hex, much like a network of large caves under a 
  hex may count as its own hex, allowing a village of merfolk or 
  sahuagin to thrive in your kingdom without your knowledge.
  magic iTemS in SeTTlemenTS 
  Some buildings increase the likelihood of having specific 
  magic items available for purchase.
  Gaining Item Slots: When you construct one of these 
  buildings, mark the appropriate boxes in the Magic Items 
  section of the settlement’s District Grid; this indicates that 
  the settlement has gained a slot for an item of that type.
   
  
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  Filling Item Slots: In Step 3 of the Upkeep phase, you 
  roll to fill vacant magic item slots in each district. Roll d% 
  once for each district that has an open magic item slot (if 
  the district has more than one, select one randomly). There 
  is a 50% chance (51—100) that an appropriate magic item 
  becomes available in that slot. The GM selects or randomly 
  determines the item or items available.
  Emptying Item Slots: If you are unsatisfied with a magic 
  item generated by a settlement, there are three ways to purge 
  an undesirable item and make its slot vacant. The first is to 
  purchase it with your own gp, or otherwise acquire it, which 
  makes it your personal property and means you may do with 
  it what you please (use it, sell it for gold, deposit it in the 
  kingdom’s Treasury during the next Income phase, use it as 
  a reward for a local general, and so on).
  The second method is to manipulate your kingdom’s 
  economy to encourage an NPC to purchase the item (such 
  as a random adventurer passing through the settlement). 
  During Step 3 of the Income phase, you may attempt one 
  Economy check for each filled slot you want to empty. For 
  every such check after the first one in a turn, your Economy 
  decreases by 1, since these manipulations are harmful to 
  your kingdom’s economy and typically only serve to get 
  rid of an item you consider undesirable. If the check fails, 
  nothing happens. If the check succeeds, erase the item from 
  that slot; you may attempt to fill the empty slot as normal in 
  the next Upkeep phase. You do not gain any gp or BP from 
  this sale; the money goes to the building’s owner, who uses it 
  to acquire or craft the next item.
  The third way is to spend BP (1 BP = 2,000 gp) to purchase 
  the item. If you take the item for your own use, this counts 
  as withdrawing BP from the Treasury for your personal use 
  (see Make Withdrawals from the Treasury). If you use the 
  item in a way that doesn’t directly benefit you or the other 
  PCs (such as giving it to a hero of your army or donating 
  it to a settlement as a religious or historical artifact), then 
  purchasing it is essentially like other kingdom expenditures 
  and does not increase Unrest or decrease Loyalty.
  buildingS 
  You improve settlements by constructing buildings, 
  which provide bonuses to the kingdom in general and the 
  settlement in particular. Some buildings also intersect 
  with the mass combat rules, notably with fortifications and 
  reserve armies.
  Demolition: If a lot has a building, you can clear it for 
  new construction. Doing so costs 1 BP. You may construct a 
  building on a lot the same turn you demolish the old building 
  there. You do not regain BP for a demolished building (but 
  see Rebuilding, below).
  Destroyed Lots: If an event or a pillaging army destroys 1 
  or more lots, the devastation causes Unrest to increase by 1 
  per lot destroyed.
  Rebuilding: If you rebuild the same type of building on 
  a destroyed lot, the cost is halved, as you can reuse some of 
  the materials for the same purpose. If you rebuild a different 
  type of building on that lot, reduce the cost of the new 
  building by 1/4 the cost of the old building (minimum 1 BP). 
  If you build smaller buildings on top of a site that held a 
  multi-lot building, split the discount evenly over the new 
  buildings. For example, if you demolish an Academy and 
  construct a Mansion and a Luxury Store on top of those lots, 
  each building gets a 6 BP discount (1/4 of 52 BP is 13, divided 
  evenly between the two).
  building deScRiPTionS 
  Buildings are described in the following format.
  Building Name: The type of buildings contained in this 
  lot. In most cases, each lot represents numerous buildings of 
  that type, rather than a single edifice.
  Cost: The cost in BP to construct the building.
  Lots: How many lots the building fills.
  Kingdom: Building modifiers to Economy, Loyalty, and 
  Stability stack, affect your entire kingdom, and are ongoing 
  from turn to turn. Modifiers to Unrest occur once when the 
  building is completed. This category also lists any bonuses 
  to Fame (see Fame and Infamy) from having the building.
   
  
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  Discount: Some buildings halve the cost of constructing 
  a related type of building in the same settlement. This cost 
  reduction applies only to the first constructed building of 
  the types listed in this line. For example, an Academy halves 
  the cost of your next Library in that settlement; if you build 
  a second Library in that settlement, you pay the normal cost 
  for it. If 2 buildings give the same discount, only one discount 
  applies per new building, but you may construct 2 buildings 
  at the discounted cost. For example, Market and Theater both 
  halve the cost of an Inn; if your settlement has a Market and 
  a Theater, you may construct 2 Inns at half cost (the Market 
  discounts one, and the Theater discounts the other).
  Limit: This lists limitations on the number of buildings 
  of this type, special requirements for adjacent buildings, or 
  prohibitions against certain buildings being adjacent.
  For most buildings, you can construct as many of them as 
  you want in a settlement, but some are limited in the number 
  that can be built per settlement or district. For example, 
  you can only construct 1 Arena per settlement. In addition, 
  building repeated iterations of buildings of the same type 
  brings diminishing returns to the prosperity of a city, as once a 
  building of a given type has been constructed in a city district, 
  any additional buildings of the same type cost 50% more to 
  build in that district. This increase does not apply to Bridges, 
  City Walls, Houses, Moats, Parks, Tenements, and Waterways.. 
  Some buildings require that you construct them adjacent 
  to at least 1 or 2 of a specific kind of building or feature of the 
  settlement. For example, a Shop or Tavern must be adjacent to a 
  House or Mansion. The required adjacent building can only count 
  toward 1 building that requires it. For example, if you have a House 
  and a Shop, that House can’t be used to meet the requirement for 
  another Shop or a Tavern; you have to construct a new House and 
  use it to meet the requirement of the new Shop or Tavern.
  Some buildings cannot be adjacent to certain buildings. 
  For example, you can’t construct a Tannery next to a House, 
  Mansion, Noble Villa, or Tenement. If you want to use a lot 
  for this type of building, you must demolish all prohibited 
  adjacent structures first.
  If you get overzealous in constructing a particular type 
  of building in a settlement, the GM should feel free to add 
  events to discourage this practice. For example, a settlement 
  with too many Dumps is prone to otyugh and wererat attacks, 
  and a settlement with too many Graveyards tends to have 
  frequent undead attacks. This should not occur, however, if 
  you build too many Houses, Parks, Tenements, or Waterways.
  Upgrade To/From: Some buildings can be converted into 
  a more advanced form of the existing building, such as 
  converting a Shrine into a Temple. To upgrade a building, pay 
  the BP cost difference between the current building and the 
  new building. Remove the modifiers from the old building 
  and apply the modifiers from the new building. Upgrading 
  counts as constructing a building for the purpose of the 
  maximum number of buildings you can construct on your 
  turn. You can’t upgrade a building to a larger one if there 
  isn’t space in the District Grid for the building’s new size.
  Special: This lists any other effect the building has, such as 
  increasing Defense, the settlement’s base value, or the output 
  of a nearby Mine.
  Magic Items: This lists any magic item slot the building 
  creates, which may be filled in the Upkeep phase (see Magic 
  Items in Settlements). If a building lists multiple options 
  within a category (such as “1 common potion or scroll”), it 
  has an equal chance for each option.
  Settlement: This lists settlement modifiers that affect specific 
  skills within the settlement. These modifiers are ongoing 
  from turn to turn, but apply only to skill checks within that 
  settlement (not other settlements in the hex or anywhere else 
  in your kingdom). Buildings that increase or decrease Unrest 
  apply that modifier only once, on the turn they are built; they 
  have no effect on unrest in subsequent turns. 
  ACADEMY 
   
  52 BP, 2 LOTS
  Kingdom Economy +2, Loyalty +2
  Discount Caster’s Tower, Library, Magic Shop
  Upgrade From Library; Upgrade To University
  Magic Items 3 common scrolls, 2 uncommon scrolls or 
  wondrous items
  Settlement Lore +2, Productivity +1, Society +2; increase Lore 
  bonus by 2 for questions relating to one specific topic, such as 
  history or religion
  An institution of higher learning.
  ALCHEMIST 
   
  18 BP, 1 LOT
  Kingdom Economy +1
  Limit Adjacent to 1 House
  Magic Items 1 common potion or scroll
  The laboratory and home of a crafter of poisons, potions, or 
  alchemical items.
  ARENA 
   
  40 BP, 4 LOTS
  Kingdom Stability +4; Fame +1
  Discount Brothel, Garrison, Inn, Stable, Theater
  Limit 1 per settlement
  Upgrade From Theater
  Settlement Crime +1
  A large public structure for competitions and team sports.
  BANK 
   
  28 BP, 1 LOT
  Kingdom Economy +4
  A secure building for storing valuables and granting loans.
  BARDIC COLLEGE 
   
  40 BP, 2 LOTS
  Kingdom Economy +1, Loyalty +3, Stability +1; Fame +1
  Discount Library, Museum, Theater
  Magic Items 2 uncommon scrolls or wondrous items
  A center for artistic learning. Education in a Bardic College also 
  includes research into a wide-range of historical topics.
   
  
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  BARRACKS 
   
  6 BP, 1 LOT
  Kingdom Unrest —1
  Upgrade To Garrison
  Special Defense +2
  Settlement Law +1
  A building to house conscripts, guards, militia, soldiers, or 
  similar military forces.
  BLACK MARKET 
   
  50 BP, 1 LOT
  Kingdom Economy +2, Stability +1, Unrest +1
  Discount Brothel
  Limit Adjacent to 2 Houses
  Special Illegal items for sale, often at a steep price
  Magic Items 2 common items, 1 uncommon item, 1 rare item
  Settlement Corruption +2, Crime +2
  A number of shops with secret and usually illegal wares.
  BREWERY 
   
  6 BP, 1 LOT
  Kingdom Loyalty +1, Stability +1
  A building for beer brewing, winemaking, or some similar use.
  BRIDGE 
   
  6 BP, 1 LOT
  Kingdom Economy +1
  Special Shares the space with a river or Waterway lot
  Allows travel across a river or Waterway, easing transportation.
  BUREAU 
   
  10 BP, 2 LOTS
  Kingdom Economy +1, Loyalty —1, Stability +1
  Settlement Corruption +1, Law +1
  A large warren of offices for clerks and record-keepers working 
  for a guild or government.
  CASTER’S TOWER 
   
  30 BP, 1 LOT
  Kingdom Economy +1, Loyalty +1
  Magic Items 3 common items, 2 uncommon items
  The home and laboratory for a spellcaster.
  CASTLE 
   
  54 BP, 4 LOTS
  Kingdom Economy +2, Loyalty +2, Stability +2, Unrest —4; Fame 
  +1
  Discount Noble Villa, Town Hall
  Limit 1 per settlement
  Special Defense +8
  The home of the settlement’s leader or the heart of its defenses.
  CATHEDRAL 
   
  58 BP, 4 LOTS
  Kingdom Loyalty +4, Stability +4, Unrest —4; Fame +1
  Discount Academy, Temple
  Limit 1 per settlement
  Special Halves Consumption increase for Expansion edicts
  Magic Items 3 common items, 2 uncommon items
  Settlement Law +2
  The focal point of the settlement’s spiritual leadership.
   
  
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  CISTERN 
   
  6 BP, 1 LOT
  Kingdom Stability +1
  Limit Cannot be adjacent to a Dump, Graveyard, Stable, 
  Stockyard, or Tannery
  Special Can share lot with another building
  Contains a safe supply of fresh water for the settlement.
  CITY WALL 
   
  2 BP
  Kingdom Unrest —2 (once per settlement)
  Limit Land district border
  Special Defense +1
  A fortification of a district with a sturdy wall. The GM may 
  allow for cliffs and other natural features to function as a City 
  Wall for one or more sides of a district. You may construct 
  gates through your own city wall at no cost. City Walls (and 
  Moats) do not occupy any space on a district map; instead, 
  they exist along one or more sides of a city district. While for 
  the sake of the abstract district grid you may build a number 
  of city walls equal to your number of land borders, building 
  just one City Wall does not mean that you literally have a 
  square city with a wall on one side of it and no defenses on 
  the others. Instead, each City Wall is an abstracted measure 
  of its perimeter fortifications. A single City Wall might 
  be a rampart and palisade, a second a stout curtain wall, 
  a third buttresses and plinths to reinforce the wall, and a 
  fourth covered battlements, embrasures, arrow slits, and 
  machicolations. Building City Walls (and Moats) reflects the 
  total investment in the outer defenses of a settlement, and 
  larger settlements require a larger expenditure to protect 
  and patrol a larger perimeter.
  DANCE HALL 
   
  4 BP, 1 LOT
  Kingdom Economy +1, Loyalty +2, Unrest +1
  Limit Adjacent to 1 House
  Settlement Corruption +1, Crime +1
  An establishment for dancing, drinking, carousing, and holding 
  celebrations.
  DUMP 
   
  4 BP, 1 LOT
  Kingdom Stability +1
  Limit Cannot be adjacent to House, Mansion, or Noble Villa
  A centralized place to dispose of refuse.
  EVERFLOWING SPRING 
   
  5 BP
  Limit Settlement must have a building that can create medium 
  magic items
  Special Can share lot with Castle, Cathedral, Market, Monument, 
  Park, or Town Hall
  A fountain built around several decanters of endless water that 
  provides an inexhaustible supply of fresh water.
  EXOTIC ARTISAN 
   
  10 BP, 1 LOT
  Kingdom Economy +1, Stability +1
  Limit Adjacent to 1 House
  Magic Items 1 uncommon item
  The shop and home of a jeweler, tinker, glassblower, or the like.
  FOREIGN QUARTER 
   
  30 BP, 4 LOTS
  Kingdom Economy +3, Stability —1
  Special Increase the value of trade routes (see Trade Edicts) by 
  5% (maximum 100%)
  Settlement Crime +1, Lore +1, Society +2
  An area with many foreigners, as well as shops and services 
  catering to them.
  FOUNDRY 
   
  16 BP, 2 LOTS
  Kingdom Economy +1, Stability +1, Unrest +1
  Discount Smithy
  Limit Adjacent to water district border
  Special Increase the Economy and BP earned per turn by 1 for 1 
  Mine connected to this settlement by a river or Road
  Settlement Productivity +1
  Processes ore and refines it into finished metal.
  GARRISON 
   
  28 BP, 2 LOTS
  Kingdom Loyalty +2, Stability +2, Unrest —2
  Discount City Wall, Granary, Jail
  Upgrade From Barracks
  A large building to house armies, train guards, and recruit 
  militia.
  GRANARY 
   
  12 BP, 1 LOT
  Kingdom Loyalty +1, Stability +1
  Special If Farms reduce Consumption below 0, store up to 5 BP 
  of excess production for use on a later turn when Consumption 
  exceeds the Treasury
  A place to store grain and food.
  GRAVEYARD 
   
  4 BP, 1 LOT
  Kingdom Loyalty +1
  A plot of land to honor and bury the dead.
  GUILDHALL 
   
  34 BP, 2 LOTS
  Kingdom Economy +2, Loyalty +2
  Discount Pier, Stable, Trade Shop
  Upgrade From Trade Shop
  Settlement Law +1, Productivity +2
  The headquarters for a guild or similar organization.
  HERBALIST 
   
  10 BP, 1 LOT
  Kingdom Loyalty +1, Stability +1
  Limit Adjacent to 1 House
  Magic Items 1 common potion
  The workshop and home of a gardener, healer, or poisoner.
   
  
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  HOSPITAL 
   
  30 BP, 2 LOTS
  Kingdom Loyalty +1, Stability +2
  Special Increase Stability by 2 during plague events
  Settlement Lore +1, Productivity +2
  A building devoted to healing the sick.
  HOUSE 
   
  3 BP, 1 LOT
  Kingdom Unrest —1
  Upgrade From Tenement
  Special The first House you build during the Improvement 
  phase does not count against the total number of buildings you 
  can build during the phase
  A number of mid-sized houses for citizens.
  INN 
   
  10 BP, 1 LOT
  Kingdom Economy +1, Loyalty +1
  Limit Adjacent to 1 House
  Settlement Society +1
  A place for visitors to rest.
  JAIL 
   
  14 BP, 1 LOT
  Kingdom Loyalty +2, Stability +2, Unrest —2
  Settlement Crime —1, Law +1
  A fortified structure for confining criminals or dangerous 
  monsters.
  LIBRARY 
   
  6 BP, 1 LOT
  Kingdom Economy +1, Loyalty +1
  Upgrade To Academy
  Settlement Lore +1
  A large building containing an archive of books.
  LUXURY STORE 
   
  28 BP, 1 LOT
  Kingdom Economy +1
  Limit Adjacent to 1 House
  Upgrade To Magic Shop; Upgrade From Shop
  Magic Items 2 uncommon rings or wondrous items
  A shop that specializes in expensive comforts for the wealthy.
  MAGIC SHOP 
   
  68 BP, 1 LOT
  Kingdom Economy +1
  Limit Adjacent to 2 Houses
  Upgrade From Luxury Store
  Magic Items 4 common items, 2 uncommon items, 1 rare item
  A shop that specializes in magic items and spells.
   
  
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  MAGICAL ACADEMY 
   
  58 BP, 2 LOTS
  Kingdom Economy +2; Fame +1
  Discount Caster’s Tower, Library, Magic Shop
  Magic Items 3 common items; 1 uncommon potion, scroll, or 
  wondrous item
  Settlement Lore +2, Society +1; increase Lore bonus by 2 for 
  questions relating to Intelligence (arcana)
  An institution for training students in spellcasting, magic item 
  crafting, and various arcane arts.
  MAGICAL STREETLAMPS 
   
  5 BP
  Limit Settlement must have a Cathedral, Magic Shop, Magical 
  Academy, or Temple
  Special Can share a lot with any building or improvement
  Settlement Crime —1
  Continual flame lamps that illuminate the lot.
  MANSION 
   
  10 BP, 1 LOT
  Kingdom Stability +1
  Upgrade To Noble Villa
  Settlement Law +1, Society +1
  A single huge manor housing a rich family and its servants.
  MARKET 
   
  48 BP, 2 LOTS
  Kingdom Economy +2, Stability +2
  Discount Black Market, Inn, Shop
  Limit Adjacent to 2 Houses
  Upgrade From Shop
  Magic Items 2 uncommon items
  An open area for traveling merchants and bargain hunters.
  MENAGERIE 
   
  16 BP, 4 LOTS
  Kingdom Economy +1, Loyalty (special); Fame +1
  Special Increase Loyalty by 1/4 the CR of the highest-CR creature 
  in the Menagerie
  A large park stocked with exotic creatures for public viewing.
  MILITARY ACADEMY 
   
  36 BP, 2 LOTS
  Kingdom Loyalty +2, Stability +1; Fame +1
  Discount Barracks
  Limit 1 per settlement
  Special Armies and commanders recruited at the settlement 
  gain one bonus tactic (see Army Tactics in the mass combat rules)
  Magic Items 1 uncommon armor, shield, or weapon; 1 rare 
  armor, shield, or weapon
  Settlement Law +1, Lore +1
  An institution dedicated to the study of war and the training of 
  elite soldiers and officers.
  MILL 
   
  6 BP, 1 LOT
  Kingdom Economy +1, Stability +1
  Limit Adjacent to water district border
  Special With GM approval, you can construct a windmill at the 
  same cost without the water district border requirement
  Settlement Productivity +1
  A building used to cut lumber or grind grain.
  MINT 
   
  30 BP, 1 LOT
  Kingdom Economy +3, Loyalty +3, Stability +1; Fame +1
  A secure building where the kingdom’s coinage is minted and 
  standard weights and measures are kept.
  MOAT 
   
  2 BP
  Kingdom Unrest —1 (once per settlement)
  Limit Land district border
  Special Defense +1; cannot be damaged by siege engines
  A fortification of one side of a district with an open or water-
  filled ditch, often backed by a low dike or embankment. The 
  GM may allow a river or similar natural feature to function as a 
  moat for one or more sides of a district. See City Walls building 
  description for further information. 
  MONASTERY 
   
  16 BP, 2 LOTS
  Kingdom Stability +1
  Settlement Law +1, Lore +1
  A cloister for meditation, study, and the pursuit of various other 
  scholarly paths.
  MONUMENT 
   
  6 BP, 1 LOT
  Kingdom Loyalty +1, Unrest —1
  A local memorial such as a bell tower, a statue of a settlement 
  founder, a large tomb, or a public display of art.
  MUSEUM 
   
  30 BP, 2 LOTS
  Kingdom Economy +1, Loyalty +1; Fame +1
  Settlement Lore +2, Society +1; increase Lore bonus by 2 for 
  questions relating to history and art objects
  A place to display art and artifacts both modern and historical. 
  The GM may allow the kingdom leaders to display a valuable 
  item (such as a magic item or bejeweled statue) in the museum, 
  increasing Fame during this display by 1 for every 5,000 gp of 
  the item’s price (maximum +5 Fame), and by an additional 1 if 
  the item is significant to the kingdom’s history.
  NOBLE VILLA 
   
  24 BP, 2 LOTS
  Kingdom Economy +1, Loyalty +1, Stability +1; Fame +1
  Discount Exotic Artisan, Luxury Store, Mansion
  Upgrade From Mansion
  Settlement Society +1
  A sprawling manor with luxurious grounds that houses a noble’s 
  family and staff.
   
  
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  OBSERVATORY 
   
  12 BP, 1 LOT
  Kingdom Stability +1
  Magic Items 1 uncommon scroll or wondrous item
  Settlement Lore +2
  A dome or tower with optical devices for viewing the heavens.
  ORPHANAGE 
   
  6 BP, 1 LOT
  Kingdom Stability +1, Unrest —1
  A place for housing and taking care of large numbers of orphans.
  PALACE 
   
  108 BP, 4 LOTS
  Kingdom Economy +2, Loyalty +6, Stability +2; Fame +1
  Discount Mansion, Mint, Noble Villa
  Special You may make two special edicts per turn, but take a —2 
  penalty on kingdom checks associated with each special edict
  Settlement Law +2
  A grand edifice and walled grounds demonstrating one’s wealth, 
  power, and authority to the world.
  PARK 
   
  4 BP, 1 LOT
  Kingdom Loyalty +1, Unrest —1
  A plot of land set aside for its serene beauty.
  PAVED STREETS 
   
  24 BP
  Kingdom Economy +2, Stability +1
  Limit 1 per district
  Settlement Productivity +2
  Brick or stone pavement that speeds transportation.
  PIER 
   
  16 BP, 1 LOT
  Kingdom Economy +1, Stability +1
  Limit Adjacent to water district border
  Upgrade To Waterfront
  Settlement Crime +1
  Warehouses and workshops for docking ships and handling 
  cargo and passengers.
  SEWER SYSTEM 
   
  24 BP
  Kingdom Loyalty +1, Stability +2
  Discount Cistern, Dump
  Limit 1 per district
  Settlement Crime +1, Productivity +1
  An underground sanitation system that keeps the settlement 
  clean, though it may become home to criminals and monsters.
  SHOP 
   
  8 BP, 1 LOT
  Kingdom Economy +1
  Limit Adjacent to 1 House or Mansion
  Upgrade To Luxury Store, Market
  Settlement Productivity +1
  A general store.
  SHRINE 
   
  8 BP, 1 LOT
  Kingdom Loyalty +1, Unrest —1
  Upgrade To Temple
  Magic Items 1 common or uncommon item
  A shrine, idol, sacred grove, or similar holy site designed for 
  worship by pious individuals.
  SMITHY 
   
  6 BP, 1 LOT
  Kingdom Economy +1, Stability +1
  The workshop of an armorsmith, blacksmith, weaponsmith, or 
  other craftsman who works with metal.
   
  
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  STABLE 
   
  10 BP, 1 LOT
  Kingdom Economy +1, Loyalty +1
  Limit Adjacent to 1 House, Mansion, or Noble Villa
  A structure for housing or selling horses and other mounts.
  STOCKYARD 
   
  20 BP, 4 LOTS
  Kingdom Economy +1, Stability —1
  Discount Stable, Tannery
  Special Farms in this hex or adjacent hexes reduce Consumption 
  by 3 instead of 2
  Settlement Productivity +1
  Barns and pens that store herd animals and prepare them for 
  nearby slaughterhouses.
  TANNERY 
   
  6 BP, 1 LOT
  Kingdom Economy +1, Stability +1
  Limit Cannot be adjacent to House, Mansion, Noble Villa, or 
  Tenement
  Settlement Society —1
  A structure that prepares hides and leather.
  TAVERN 
   
  12 BP, 1 LOT
  Kingdom Economy +1, Loyalty +1
  Limit Adjacent to 1 House or Mansion
  Settlement Corruption +1
  An eating or drinking establishment.
  TEMPLE 
   
  32 BP, 2 LOTS
  Kingdom Loyalty +2, Stability +2, Unrest —2
  Discount Graveyard, Monument, Shrine
  Upgrade From Shrine
  Magic Items 2 common or uncommon items
  A large place of worship dedicated to a deity.
  TENEMENT 
   
  1 BP, 1 LOT
  Kingdom Unrest +2
  Upgrade To House
  Special Counts as House for buildings that must be adjacent to 
  a House
  A staggering number of low-rent housing units.
  THEATER 
   
  24 BP, 2 LOTS
  Kingdom Economy +2, Stability +2
  Discount Brothel, Exotic Artisan, Inn, Park, Tavern
  Upgrade To Arena
  A venue for entertainments such as plays, operas, and concerts.
  TOWN HALL 
   
  22 BP, 2 LOTS
  Kingdom Economy +1, Loyalty +1, Stability +1
  Discount Barracks, Cistern, Dump, Jail, Watchtower
  Settlement Law +1
  A public venue for town meetings, repository for town records, 
  and offices for minor bureaucrats.
  TRADE SHOP 
   
  10 BP, 1 LOT
  Kingdom Economy +1, Stability +1
  Limit Adjacent to 1 House
  Upgrade To Guildhall
  Settlement Productivity +1
  A shop front for a tradesperson, such as a baker, butcher, candle 
  maker, cobbler, rope maker, or wainwright.
  UNIVERSITY 
   
  78 BP, 4 LOTS
  Kingdom Economy +3, Loyalty +3; Fame +1
  Discount Academy, Bardic College, Library, Magical Academy, 
  Military Academy, Museum
  Upgrade From Academy
  Magic Items 4 common scrolls, 2 uncommon scrolls or 
  wondrous items 
  Settlement Lore +4, Society +3; increase Lore bonus by 4 for 
  questions relating to one topic, such as arcana or nature
  An institution of higher learning, focusing mainly on mundane 
  subjects but dabbling in magical theory.
  WATCHTOWER 
   
  12 BP, 1 LOT
  Kingdom Stability +1, Unrest —1
  Special Defense +2
  A tall structure that serves as a guard post.
  WATERGATE 
   
  2 BP
  Special Shares City Wall
  A gate in a City Wall that allows water (such as a river, Aqueduct, or 
  Waterway) to enter the settlement. A Watergate has underwater 
  defenses to block unwanted access. If you construct a Watergate 
  when you construct a City Wall, the Watergate does not count 
  toward the limit of the number of buildings you can construct 
  per turn.
  WATERFRONT 
   
  90 BP, 4 LOTS
  Kingdom Economy +4
  Discount Black Market, Guildhall, Market, Pier
  Limit Adjacent to water district border, 1 per settlement
  Upgrade From Pier 
  Special Halves Loyalty penalty for Taxation edicts
  Magic Items 3 common items, 2 uncommon items, 1 rare item
  Settlement Productivity +2
  A port for waterborne arrival and departure, with facilities for 
  shipping and shipbuilding.
  WATERWAY 
   
  3 BP, 1—2 LOTS
  Special Counts as water district border for adjacent buildings
  A river or canal occuping part of the District Grid. At the GM’s 
  option, a natural Waterway may already exist on the grid, 
  requiring no action or BP to build. If you construct a City Wall 
  that touches or crosses the Waterway, you must also build 
  Watergates on the same turn.
   
  
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  evenTS
  Listed below are unusual events that can happen during a 
  kingdom’s Event phase. Most events occur immediately and 
  are instantaneous or terminate at the end of the Event phase.
  Some events impact the whole kingdom, while others 
  are centered on a specific settlement or hex. Roll on Table 
  10: Event Type and Danger Level to determine the type of 
  event and whether it is beneficial or harmful. Then roll 
  on the appropriate beneficial or dangerous settlement or 
  kingdom event table. If this results in an invalid event (such 
  as a pilgrimage when there are no Cathedrals, Shrines, or 
  Temples in the kingdom), roll again.
  Continuous Events: A continuous event’s effects continue 
  each turn during the Event phase until you resolve the event 
  (as explained in the event description, usually by succeeding 
  at a kingdom check).
  Localized Events: Some events are listed as “settlement” 
  or “hex.” The effect of these events are localized to a single 
  settlement or hex. Randomly select a settlement or hex for 
  the location of that event. Some events (such as a feud) could 
  be confined to a settlement or start in one settlement and 
  spread to affect the entire kingdom, depending on whether 
  they’re rolled on one of the Kingdom Events tables or one of 
  the Settlement Events tables.
  Settlement Modifiers: Some events adjust settlement 
  modifiers (Crime, Lore, etc.). If an event is localized to 
  1 settlement, its settlement modifier adjustments apply 
  only to that settlement; if it’s localized to a hex, it affects 
  only settlements in that hex. If the GM is using settlement 
  modifiers for the entire kingdom (see Expanding Settlement 
  Modifiers) and the event is not localized, its adjustments 
  apply to the final modifier for the entire kingdom. For 
  example, the new subjects event increases Society and 
  Stability for the entire kingdom by 1.
  Hiring Adventurers: Once per Event phase, you can hire 
  NPC adventurers to help deal with an event, gaining a bonus 
  on one Economy, Loyalty, or Stability check made as part of 
  that event. Adventurers of levels 1—2 grant a +2 bonus on 
  the check and cost 4 BP; adventurers of levels 3—5 grant a 
  +5 bonus on the check and cost 8 BP; adventurers of level 6+ 
  (but never higher than your APL) grant a +10 bonus on the 
  check and cost 16 BP.
  Table 10: evenT TyPe and dangeR level
  d%
  evenT
  01—02
  Natural blessing and roll again1
  03—04
  Good weather and roll again1
  05—25
  Beneficial kingdom event (see below)
  26—50
  Dangerous kingdom event (see below)
  51—75
  Beneficial settlement event (see below)
  76—96
  Dangerous settlement event (see below)
  97
  Bandit activity and roll again2 
  98
  Squatters and roll again2
  99
  Monster attack and roll again2
  100 
  Vandals and roll again2
  1 If the reroll indicates the same event, ignore 
  the 
  duplicate 
  event 
  and 
  do 
  not 
  reroll 
  again. 
  2 If the reroll indicates the same event, the second event 
  occurs elsewhere in the kingdom.
  Table 11: beneficial Kingdom evenTS
  d%
  evenT
  01—07
  Archaeological find
  08—12
  Diplomatic overture
  13—20
  Discovery
  21—31
  Economic boom
  32—39
  Festive invitation
  40—53
  Food surplus
  54—66
  Good weather
  67—75
  Land rush
  76—85
  Natural blessing
  86—90
  New subjects
  91—100
  Political calm
   
  
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  Table 12: dangeRouS Kingdom evenTS
  d%
  evenT
  01—05
  Assassination attempt
  06—18
  Bandit activity
  19—28
  Feud
  29—41
  Food shortage
  42—51
  Improvement demand
  52—59
  Inquisition
  60—64
  Large disaster
  65—76
  Monster attack
  77—84
  Plague
  85—92
  Public scandal
  93—100
  Smugglers
  Table 13: beneficial SeTTlemenT evenTS
  d%
  evenT
  01—14
  Boomtown
  15—26
  Discovery
  27—40
  Justice prevails
  41—46
  Noblesse oblige
  47—58
  Outstanding success
  59—66
  Pilgrimage
  67—72
  Remarkable treasure
  73—81
  Unexpected find
  82—93
  Visiting celebrity
  94—100
  Wealthy immigrant
   
  Table 14: dangeRouS SeTTlemenT evenTS
  d%
  event
  01—10
  Building demand
  11—17
  Crop failure
  18—25
  Cult activity
  26—33
  Drug den
  34—41
  Feud
  42—49
  Inquisition
  50—54
  Localized disaster
  55—61
  Monster attack
  62—66
  Plague
  67—74
  Sensational crime
  75—80
  Slavers
  81—90
  Squatters
  91—100
  Vandals
  Archaeological Find: A well-preserved ruin is found in 
  your kingdom, with historical artifacts connected to the 
  people who lived in your land long ago. Effect: Lore +1. If 
  you have a Museum, the discoverers donate 10,000 gp worth 
  of historical artifacts to its collection (if you have multiple 
  Museums, choose one as the recipient).
  Assassination Attempt: One of your leaders (determined 
  randomly) is the target of an assassination attempt. If the 
  target is a PC, the GM should run the attempt as an encounter, 
  using an assassin of a CR equal to the targeted PC’s level. If 
  the target is an NPC, you must succeed at a Stability check to 
  prevent the assassination. If the assassination occurs, Unrest 
  increases by 1d6 and the kingdom immediately incurs the 
  penalties for not having a leader in that role.
  Bandit Activity: Bandits are preying upon those who travel 
  through your kingdom. Attempt a Stability check. If you 
  succeed, your kingdom’s defenses stop the bandits before 
  they cause any harm. If you fail, the bandits reduce your 
  kingdom’s Treasury by 1d6 BP (each time you roll a 6, add the 
  result to the total and roll again).
  Boomtown (Settlement): Randomly select one settlement. 
  Commerce booms among that settlement. Until the next 
  Event phase, Economy increases by the number of buildings 
  in the settlement that grant an Economy bonus, and 
  Corruption increases by 1d4 in that settlement.
  Building Demand (Settlement, Continuous): The citizens 
  demand a particular building be built (01—75) or demolished 
  (76—100). Select the building type randomly from those 
  available for the settlement. If the demand is not met by the 
  next Event phase, Unrest increases by 1. Alternatively, you 
  can suppress the citizens’ demands and negate the event by 
  succeeding at a Loyalty check, but this reduces Loyalty by 2.
  Crop Failure (Settlement): Pests, blight, and weather 
  ruin the harvest in the settlement’s hex and all adjacent 
  hexes. Attempt two Stability checks. If both succeed, the 
  problem is fixed before your kingdom takes any penalties 
  from the event. If only one succeeds, affected farms reduce 
  Consumption by 1 (instead of the normal reduction) in the 
  next Upkeep phase. If neither succeeds, affected farms do not 
  reduce Consumption at all in the next Upkeep phase.
  Cult Activity (Settlement, Continuous): A religious cult of 
  an alignment opposed to the kingdom’s alignment begins 
  kidnapping, converting, or even publicly sacrificing citizens. 
  Attempt a Loyalty check and a Stability check. If both succeed, 
  the cult is disbanded before your kingdom takes any penalties 
  from the event. For each of these checks you fail, Unrest increases 
  by 1 and Productivity, Society, and Stability decrease by 1. If both 
  checks fail, the event continues in the next Event phase.
  Diplomatic Overture: A nearby kingdom sends an 
  ambassador to you to negotiate an embassy (01—60), treaty 
  (61—90), or alliance (91—100), as if using a diplomatic edict 
  (see Optional Kingdom Rules: Edicts). If the GM doesn’t have 
  an appropriate kingdom in mind when this event occurs, 
  determine the kingdom’s alignment randomly; it may be 
  hostile or friendly. The ambassador bears 1d4 BP worth of 
  gifts for your kingdom.
   
  
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  Discovery (Settlement): Scholars unearth a bit of ancient 
  lore or devise important new research of their own. Fame 
  increases by 1 and Lore increases by 1d4.
  Drug Den (Settlement, Continuous): One of your Houses 
  or Tenements becomes a hive of illicit drug trade. Attempt 
  a Loyalty check and a Stability check, with a penalty equal 
  to the number of Brothels, Tenements, Waterfronts, and 
  lots with squatters in the settlement. If you succeed at both 
  checks, you eliminate the drug den before your kingdom 
  takes any penalties from the event. If you fail at one check, 
  Crime and Unrest increase by 1. If you fail at both checks, 
  Crime and Unrest increase by 1; Economy, Loyalty, and 
  Stability decrease by 1; and on the next Event phase, a second 
  drug den event occurs in the same settlement (01—50) or the 
  nearest settlement (51—100).
  Economic Boom: Trade is booming in your kingdom! 
  Your Treasury increases by 1d6 BP (each time you roll a 6, 
  add the result to the total and roll again).
  Festive Invitation: Your kingdom’s leaders are invited to a 
  festival in a neighboring kingdom. If you attend and bring 
  1d4 BP worth of gifts, for 1 year Society increases by 1, Fame 
  increases by 1 for any check relating to that kingdom, and 
  you gain a +2 bonus on edict checks relating to that kingdom.
  Feud (Settlement, Continuous): Nobles (or other influential 
  rival groups) are bickering. Attempt a Loyalty check. If you 
  succeed, you end the event but Unrest increases by 1. If you 
  fail, Corruption increases by 1, Unrest increases by 1d6, and 
  the event is continuous.
  Food Shortage: Spoilage, treachery, or bad luck has caused 
  a food shortage this turn. Attempt a Stability check. If you 
  succeed, Consumption in the next Upkeep phase increases 
  by 50%. If you fail, Consumption in the next Upkeep phase 
  increases by 100%.
  Food Surplus: Farmers produce an unexpected windfall! 
  In the next Upkeep phase, the kingdom’s Consumption is 
  halved (but returns to normal on the next turn).
  Good Weather: Good weather raises spirits and 
  productivity. Economy, Loyalty, and Productivity increase by 
  2 until the next Event phase.
  Improvement Demand (hex): This event is identical to the 
  building demand event, but the citizens want the construction 
  or destruction of a terrain improvement in the hex.
  Inquisition (settlement, continuous): Zealots mobilize 
  public opinion against a particular race, religion, kingdom, 
  behavior, or kingdom leader. Attempt a Loyalty check. If 
  you fail, the zealots run rampant; Infamy and Law increase 
  by 1 and Lore, Loyalty, Productivity, and Stability decrease 
  by 2. If you succeed, the zealots are somewhat suppressed; 
  Lore, Loyalty, Productivity, and Stability decrease by 1. Two 
  successful checks in a row end the event (if a check ends the 
  event, no penalties from it occur that turn).
  Justice Prevails (settlement): Authorities shut down 
  a major criminal operation or thwart a plot against the 
  settlement. Law and Loyalty increase by 1 and Crime and 
  Unrest decreases by 1.
  Land Rush: Overeager settlers claim an unclaimed hex 
  and construct a Farm, Mine, Quarry, or Sawmill at their 
  own expense, but are fighting over ownership. This hex is 
  not part of your kingdom, so you gain no benefits from it. 
  Productivity, Society, and Stability decrease by 1. Attempt a 
  Loyalty check. If you succeed, Unrest increases by 1. If you 
  fail, Unrest increases by 1d4. If you construct an identical 
  improvement in an adjacent hex during your next Edict 
  phase, remove this event’s changes to Productivity, Society, 
  and Stability.
  Large Disaster (Hex): A fire, storm, earthquake, flood, 
  massive sabotage, or other disaster strikes! Roll 1d6; on a 
  result of 1—5, the disaster threatens only 1 improved hex. 
  On a result of 6, the disaster is widespread and threatens 1d6 
  additional improved hexes adjacent to the target hex. Attempt 
  a Stability check for each threatened hex; failure means the 
  disaster destroys one terrain improvement in the hex and 
  Unrest increases by 1. (This Stability check represents your 
  kingdom’s ability to prepare for or react to the disaster as 
  well as the structure’s ability to withstand damage.)
   
  
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  Localized Disaster (Settlement): A fire, a flood, a storm, 
  an earthquake, massive sabotage, or another disaster strikes 
  the settlement! Roll 1d6 to determine how many lots are 
  threatened by the disaster. On a result of 6, the disaster is 
  widespread and affects 1d6 additional adjacent lots. Attempt 
  a Stability check for each threatened lot; failure means the 
  disaster destroys the building in that lot and Unrest increases 
  by 1. (This Stability check represents your kingdom’s ability 
  to prepare for or react to the disaster as well as the structure’s 
  ability to withstand damage.)
  Monster Attack (Settlement, Continuous): A monster (or 
  group of monsters) attacks the kingdom. The GM picks a 
  claimed hex in the kingdom in which the monster is active. 
  The CR of the monster encounter is equal to the party’s 
  average level + 1d4 — 1. You can personally deal with the 
  monster (earning XP and treasure normally for your efforts) 
  or succeed at a Stability check to eliminate it (which doesn’t 
  affect you or the kingdom’s statistics). If the monster is not 
  defeated this turn, Unrest increases by 4. If the kingdom’s 
  Unrest is 5 or higher, the monster’s hex becomes unclaimed—
  this is in addition to losing control of hexes in the Upkeep 
  phase because of the kingdom’s high Unrest score.
  Natural Blessing: A natural event, such as a bloom of rare 
  and beautiful wildflowers or a good omen in the stars, raises 
  your kingdom’s morale. You gain a +4 bonus on Stability 
  checks until the next Event phase.
  New Subjects: A small group of indigenous intelligent 
  creatures joins your kingdom and submits to your rule. 
  Society and Stability increase by 1, Unrest decreases by 1, and 
  your Treasury increases by 1d6 BP (each time you roll a 6, add 
  the result to the total and roll again).
  Noblesse Oblige (Settlement): A noble family offers to 
  construct a Monument (01—50) or Park (51—100) in your 
  settlement at the family’s own expense. The nobles pay all 
  costs and Consumption for this purpose.
  Outstanding Success (Settlement): One of your kingdom’s 
  citizens creates an artistic masterpiece, constructs a 
  particularly impressive building, or otherwise brings glory to 
  your kingdom. Fame increases by 1, your Treasury increases 
  by 1d6 BP, and Unrest decreases by 2. You gain a +4 bonus on 
  Economy checks until the next Event phase.
  Pilgrimage (settlement): Randomly select one settlement 
  with a Cathedral, Shrine, or Temple. Pious religious folk 
  journey to your settlement, holding a religious festival in 
  that settlement at no BP cost to you.
  Plague (Hex or Settlement, Continuous): A deadly sickness 
  strikes the target hex or settlement. You cannot construct 
  terrain improvements or buildings there while plague persists. 
  Attempt two Stability checks, each with a penalty equal to the 
  number of Brothels, Foreign Quarters, Highways, Inns, Piers, 
  Roads, Stables, Stockyards, Tenements, and Waterfronts in the 
  hex, and a bonus equal to the number of Alchemists, Cathedrals, 
  Herbalists, Hospitals, and Temples in the hex. If you succeed 
  at both checks, the event ends, but Stability decreases by 2 and 
  Treasury by 1d3 BP. If you fail at one check, Stability decreases 
  by 4, Treasury decreases by 1d6 BP, and Unrest increases by 1d3. 
   
  
  39
  39
  If you fail at both, Stability decreases by 4, Treasury decreases by 
  1d6 BP, Unrest increases by 1d6, and in the next Event phase the 
  plague spreads to an adjacent hex.
  Political Calm: A sudden absence of political machinations 
  coincides with an increase in public approval. Unrest 
  decreases by 1d6. Until the next Event phase, you gain a 
  +2 bonus on checks to resolve continuous events. If your 
  kingdom has no Unrest and no continuous events, both 
  Loyalty and Stability increase by 1. If you are using Law 
  settlement modifiers for the kingdom (see Expanding 
  Settlement Modifiers), this also increases Law by 1 for the 
  entire kingdom.
  Public Scandal: One of your leaders is implicated in a 
  crime or an embarrassing situation, such as an affair with 
  another leader’s spouse. Infamy increases by 1. Attempt a 
  Loyalty check. If you fail, Unrest increases by 2 and you take a 
  —4 penalty on all Loyalty checks until the next Event phase.
  Remarkable 
  Treasure 
  (Settlement): The 
  settlement 
  immediately fills one of its open magic item slots (selected 
  randomly) with a better than normal item (uncommon if a 
  common slot, rare if an uncommon slot, very rare if a rare 
  slot). If the settlement doesn’t have any open magic item 
  slots, treat this event as Unexpected Find.
  Sensational Crime (Settlement, Continuous): A serial 
  killer, arsonist, or daring bandit plagues your kingdom. 
  Attempt two Stability checks, adding the settlement’s Law 
  and subtracting its Crime. If you succeed at both checks, the 
  criminal is caught before your kingdom takes any penalties 
  from the event. If you fail at one, the criminal escapes, Unrest 
  increases by 1, and the event is continuous. If you fail at both, 
  the criminal makes a fool of the authorities; Law and Loyalty 
  decrease by 1, Treasury decreases by 1d4 BP, Unrest increases 
  by 2, and the event is continuous.
  Slavers 
  (Settlement, 
  Continuous): 
  Criminals 
  begin 
  kidnapping citizens and selling them into slavery. Attempt a 
  Loyalty check and a Stability check, each with a penalty equal 
  to the number of Brothels, Tenements, Waterfronts, and 
  lots with squatters in the settlement. If you succeed at both 
  checks, the slavers are caught before your kingdom takes 
  any penalties from the event. If you fail at one of the checks, 
  Loyalty, Stability, and Unrest decrease by 1, but the event is 
  not continuous. If you fail at both checks, Loyalty, Stability, 
  and Unrest decrease by 2, and the event is continuous.
  Smugglers (Continuous): Unscrupulous merchants are 
  subverting legitimate businesses. Attempt a Loyalty check and 
  a Stability check, each with a penalty equal to the number of 
  Piers, Waterfronts, and trade routes in the kingdom. If you 
  succeed at both checks, the smugglers are stopped before your 
  kingdom takes any penalties from the event. If you fail at one 
  of the checks, Corruption increases by 1d2 in each settlement, 
  Crime increases by 1 for the kingdom, Productivity for the 
  kingdom decreases by 1d3, Treasury decreases by 1d3 BP, and 
  the event is not continuous. If you fail at both of the checks, 
  Corruption increases by 1d4, Crime for the kingdom increases 
  by 1, Productivity for the kingdom decreases by 1d6, Treasury 
  decreases by 1d6 BP, and the event is continuous.
  Squatters (Settlement, Continuous): An empty settlement 
  lot is taken over by beggars, troublemakers, and people 
  unable to find adequate work or housing; they camp there 
  with tents, wagons, and shanties. You cannot use the lot for 
  anything until the squatters are dispersed. Fame and Stability 
  decrease by 1, and Unrest increases by 2. You may try to 
  disperse the squatters with a Stability check. Success means 
  the squatters are dispersed and the event is not continuous, 
  but if a House or Tenement is not built in that lot on the 
  next turn, Infamy increases by 1 and Unrest by 2. Failing the 
  Stability check means the event is continuous, and you may 
  not build on that lot until the event is resolved.
  Unexpected Find (Settlement): Local citizens discover a 
  forgotten magical item. The settlement gains one temporary 
  uncommon (01—70) or rare (71—100) magic item slot that is 
  automatically filled in the next Upkeep phase. This slot and 
  the item go away if the item is purchased or in the next Event 
  phase, whichever comes first.
  Vandals (Settlement): Thugs and dissidents riot and 
  destroy property. Attempt a Loyalty check and a Stability 
  check. If you succeed at both, the vandals are stopped 
  before your kingdom takes any penalties. If you fail at one 
  check, Society decreases by 1 and one random building in 
  the settlement is damaged. If you fail at both, one random 
  building is destroyed (Unrest increases by 1 for each lot of 
  the destroyed building), and 1d3 other random buildings are 
  damaged. A damaged building provides no benefits until 
  half its cost is spent repairing it.
  Visiting Celebrity (Settlement): A celebrity from another 
  kingdom visits one of your settlements, causing a sudden 
  influx of other visitors and spending. Fame increases by 1 
  and Treasury increases by 1d6 BP (each time you roll a 6, add 
  the result to the total and roll again).
  Wealthy Immigrant (Settlement): A rich merchant or a 
  noble from another land is impressed with your kingdom 
  and asks to construct a Mansion (01—75) or Noble Villa (76—
  100) in the settlement at no cost to you. If you allow it, the 
  building provides its normal benefits to your kingdom.
  optional Kingdom rules
  The following sections are optional rules for the kingdom-
  building system. These rules are modular; if the group 
  prefers a simpler version of the kingdom rules, the GM 
  can ignore the options and only use the standard kingdom-
  building rules. Many of these optional rules introduce more 
  math into kingdom-building and use complex formulas to 
  derive additional effects to be placed on the kingdom. The 
  GM decides whether to use any of these optional rules in 
  the campaign, and whether to keep or discard them if they 
  interfere with the campaign’s intended style of play.
   
  
  40
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  abandoned buildingS
  If a building requires another to be adjacent (such as how a 
  Tavern must be adjacent to a House or Mansion), and that 
  required building is demolished or destroyed, the GM may 
  decide that the associated building goes out of business 
  or otherwise shuts down 1d3 turns later because of lack of 
  customers or support. If this occurs, you lose the building’s 
  benefit and Unrest increases by 1.
  If you build a replacement for the abandoned building, 
  on the next Upkeep phase you may attempt an Economy 
  check to activate the abandoned building; success means the 
  abandoned building is occupied and provides its bonuses. If 
  you fail, you may keep trying on the next turn.
  deiTieS and holy SiTeS
  Instead of Cathedrals, Shrines, and Temples providing the 
  same bonuses to Economy, Loyalty, and Stability regardless 
  of that building’s religious affiliation, they can instead 
  provide a bonus to an attribute related to the alignment of 
  the god worshiped.
  A Temple increases attributes as follows: Chaotic: Loyalty 
  +2; Evil: Economy +2; Good: Loyalty +2; Lawful: Economy +2; 
  Neutral: Stability +2 (apply this twice if the god’s alignment 
  is simply Neutral, not Chaotic Neutral or Lawful Neutral). 
  A Cathedral increases these attributes by 4 instead of 2. A 
  Shrine increases one attribute, and only by 1; for example, a 
  lawful good Shrine increases Economy by 1 or Loyalty by 1).
  Instead of granting alignment-based bonuses, a religious 
  building may grant bonuses based on the portfolio of its 
  chosen god. For example, a Temple of the goddess of wine 
  may increase Economy and Loyalty (the same attributes as 
  a Tavern) each by 2, and a Temple of the god of greed may 
  increase Economy and Stability (the same attributes as a Black 
  Market) each by 2. These values replace the building’s normal 
  modifiers to Economy, Loyalty, and Stability, and should never 
  provide bonuses greater than the building’s normal bonuses 
  (+1 for a Shrine, +4 for a Temple, +8 for a Cathedral).
  SPecial edicTS
  There are four types of optional special edicts: Diplomatic, 
  Exploration, Trade, and Vassalage. Each turn in the Edict 
  phase, after you have issued your Holiday, Improvement, 
  Promotion, and Taxation edicts, you may issue one of these 
  special edicts.
  diPlomaTic edicTS
  Diplomatic edicts are special edicts that allow you to 
  establish an embassy, treaty, or alliance with another 
  kingdom. You must have an official representative of your 
  kingdom, such as an ambassador or leader, present in the 
  other kingdom to make this edict (though the GM may allow 
  magical communication to handle most of the edict’s details 
  and bypass this requirement). Using this edict costs 1d4 BP 
  in travel and other expenses.
  Your representative must attempt a Charisma (persuasion) 
  check. The DC is determined using the following formula:
  DC = 5 + your kingdom’s Infamy + the target kingdom’s 
  special Size modifier + your kingdom’s special Size modifier 
  + alignment difference modifier + relationship modifier + 
  the target kingdom’s attitude — your kingdom’s Fame — 
  BP you spend on bribes or gifts
  Special Size Modifier: This is equal to the kingdom’s Size 
  divided by 5.
  Alignment Difference Modifier: This is based on how 
  close your kingdom’s alignment is to the target kingdom’s 
  alignment, according to the following table.
   
  
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  Table 15: diPlomaTic alignmenT diffeRence 
  modifieR
  alignmenT diffeRence*
  dc modifier
  Same
  +0
  1 step
  +2
  2 steps
  +5
  *Per alignment axis
  Relationship Modifier: This takes into account your 
  treaties, alliances, and conflicts with the target kingdom’s 
  allies and enemies. If you are friendly with the same 
  kingdoms, the target is more interested in diplomacy with 
  you. If you are friendly with the target kingdom’s enemies, 
  the target is less interested in negotiating with you. Modify 
  the DC as follows for each third party you have in common.
  Table 16: diPlomaTic RelaTionShiP modifieR
  RelaTionShiP
  dc modifieR
  You and the target kingdom both have an 
  alliance with a third party
  Advantage on 
  check
  You have a treaty with the target 
  kingdom’s ally
  -2
  You and the target kingdom both have a 
  treaty with a third party
  -1
  You have an embassy with the target 
  kingdom’s enemy
  +1
  You have a treaty with the target 
  kingdom’s enemy
  +2
  You have an alliance with the target 
  kingdom’s enemy
  Disadvantage 
  on check
  Attitude: The target kingdom’s initial attitude toward you 
  is indifferent, though the GM may modify this based on 
  alignment differences, your shared history, culture, warfare, 
  espionage, racial tensions, and other factors in the campaign 
  world. These factors may also influence the Charisma 
  (persuasion) DC for using this edict (generally increasing the 
  DC by 2 for every factor the GM determines is relevant). The 
  GM may also simply decide to apply advantage or disadvantage 
  to the check based on the target kingdom’s attitude.
  The act of making this Charisma (persuasion) check takes 
  place over several days, with the emissary socializing with 
  representatives of the target kingdom, discussing common 
  interests and the benefits and goals of entering a diplomatic 
  agreement with your kingdom. Because this check is not a 
  singular event, abilities and spells that modify a single roll 
  have no effect on this check unless they last at least 24 hours.
  type of diplomatic relationships
  You use Diplomatic edicts to establish an embassy, treaty, or 
  alliance; each is a closer relation than the previous one.
  Embassy: You attempt to establish mutual recognition of 
  authority and territory with the target kingdom, represented by 
  granting dominion over embassies in each other’s settlements. 
  Attempt a Charisma (persuasion) check using the Diplomatic 
  edict DC. If the Charisma (persuasion) check fails, the other 
  kingdom rejects your diplomatic efforts and you cannot attempt 
  to establish an embassy with it again for 1 year; if the check fails 
  by 5 or more, your kingdom’s Fame decreases by 1 and the other 
  kingdom’s attitude toward your kingdom worsens by 1 step.
  If you succeed at the Charisma (persuasion) check, you 
  create an embassy agreement with the target kingdom; if you 
  succeed at the check by 5 or more, the target kingdom’s attitude 
  toward your kingdom improves by 1 step and your kingdom’s 
  Fame increases by 1. You may purchase or build a Mansion or 
  Noble Villa in one of the other kingdom’s settlements to use 
  as an embassy (if so, your ambassador uses it as a residence). 
  The target kingdom’s leaders may do the same in one of your 
  settlements. Your embassy is considered your territory (and 
  vice versa). Your embassy grants your kingdom the normal 
  bonuses for a building of its type (they apply to your kingdom’s 
  totals but not to any specific settlement in your kingdom) and 
  increases Consumption by 1, Economy by 2, and Society by 
  2. If the target kingdom builds an embassy in one of your 
  settlements, that kingdom gains these bonuses.
  If you founded your kingdom with the support of a wealthy 
  sponsor from another kingdom, your kingdom automatically 
  has an embassy agreement with your sponsor’s, and you can 
  use Diplomatic edicts to establish a treaty or an alliance.
  Alternatively, your envoy may attempt to threaten rather 
  than befriend the other kingdom. In this case, your envoy 
  attempts a Charisma (intimidation) check, applying your 
  kingdom’s Infamy as a bonus. You also gain a +1 bonus for 
  every active army your kingdom has. This check’s DC is the 
  same as the Diplomatic edict DC above, except your Fame 
  and Infamy do not modify it. You may spend BP on bribes or 
  gifts to modify the DC. Your Infamy increases by 1 whether 
  you succeed or fail at the check. If you succeed at the check, 
  you create an embassy agreement with the target kingdom. 
  If you fail, the target kingdom’s attitude toward you worsens 
  by 1 step, Infamy increases by an additional 1 and you cannot 
  make this threat again for 1 year. If it fails by 5 or more, 
  the kingdom’s attitude toward you worsens by 2 steps and 
  Infamy increases by an additional 1; if the kingdom’s attitude 
  becomes or is already hostile, it declares war on you.
  An embassy is considered a permanent agreement. 
  Replacing your ambassador does not affect the edict or the 
  embassy. If you want to close your embassy and break the 
  embassy agreement, attempt a Loyalty check. Success means 
  you close the embassy. Failure means your citizens reject the 
  idea of severing ties with the other kingdom and continue to 
  staff the embassy; you may try again next turn.
   
  
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  If you attack a kingdom with which you have an embassy, 
  attempt a Loyalty check. If you succeed, your Infamy increases 
  by 1. If you fail, Infamy and Unrest both increase by 1.
  Treaty: If you have an embassy agreement with another 
  kingdom, you can approach that kingdom’s leaders to 
  establish a treaty that formalizes your economic and social 
  cooperation and understanding. Doing so requires a new 
  Diplomatic edict and requires your envoy to attempt three 
  Charisma (persuasion) checks using the Diplomatic edict 
  DC. These checks must be attempted in order (as an extreme 
  success or failure can change the target kingdom’s attitude 
  and the difficulty of the later checks). If two or more of the 
  checks fail, the attempt to create a treaty fails; your kingdom’s 
  Fame decreases by 1 and you cannot attempt to establish a 
  treaty with the other kingdom for 1 year.
  If two or more of the checks succeed, your envoy and one 
  of the target kingdom’s leaders (typically the Ruler or Grand 
  Diplomat) attempt opposed checks with the following skills, 
  rerolling ties: Charisma (bluff or persuasion), Intelligence, 
  and Wisdom (insight). Either or both parties may substitute 
  Charisma (intimidation) for Charisma (persuasion) (even if 
  this means one party is making a persuasion check opposed 
  by the other’s intimidation check). As with Diplomatic edicts, 
  abilities or spells that modify skill checks do not apply unless 
  they last at least 24 hours. Whichever party wins most of 
  these opposed checks has the advantage in the negotiations 
  and decides whether the treaty is balanced or unbalanced.
  For a balanced treaty, increase each kingdom’s Economy by 
  10% of the other country’s Economy. The Fame of the party 
  with the advantage in the negotiations by 1.
  For an unbalanced treaty, the advantaged kingdom’s 
  Economy increases by 15% of the disadvantaged kingdom’s 
  Economy, and the disadvantaged kingdom’s Economy 
  increases by 5% of the advantaged kingdom’s Economy. The 
  advantaged kingdom’s Infamy increases by 1. You may use 
  a Diplomatic edict to change an unbalanced treaty in your 
  favor to a balanced treaty; doing so does not require a check.
  If one kingdom is an NPC kingdom and the GM doesn’t 
  want to calculate its exact Economy modifier, estimate its 
  Economy as 2d6 + its Size.
  A treaty is considered a permanent agreement. If you want 
  to renegotiate it, attempt a Loyalty check. If you succeed, your 
  envoy and one of the target kingdom’s leaders attempt opposed 
  checks as described for embassies above (this doesn’t guarantee 
  you end up with a more favorable treaty). If you fail, the existing 
  treaty remains in effect and your Unrest increases by 1.
  If you withdraw from the treaty, attempt a Loyalty check. 
  Success means Unrest increases by 1; failure means Unrest 
  increases by 2.
  If you attack a kingdom with which you have a treaty, 
  attempt a Loyalty check. If you succeed, Infamy and Unrest 
  increase by 1d2 each. If you fail, Infamy and Unrest increase 
  by 1d4 each.
  Alliance: If you have a treaty with another kingdom, you 
  can use a Diplomatic edict to form an alliance—a military 
  agreement of mutual defense and support. This works like 
  the negotiations for a treaty, except it requires six Charisma 
  (persuasion or intimidation) checks. Four of these must 
  succeed for the alliance to form.
  If successful, negotiations proceed as for a treaty, with 
  three opposed Charisma (persuasion or intimidation) checks 
  to determine who has the advantage in negotiations. The 
  party with the advantage may decide whether the alliance 
  is balanced or unbalanced, but the bonuses apply to each 
  kingdom’s Stability instead of Economy.
  Kingdoms in an alliance can move their armies through 
  each others’ territories and station them in each others’ 
  territories or in unoccupied Forts and Watchtowers, though 
  not inside allied settlements. If an allied kingdom stations 
  an army inside your territory, you must succeed at a Loyalty 
  check or gain 1d2 Unrest; this does not apply if your kingdom 
  has been attacked and you have requested aid from the ally.
  If you are attacked by another kingdom, you can call for 
  aid from your allies. Failure to send aid increases an ally’s 
  Infamy by 1d4; the precise nature and amount of aid sent is 
  at the discretion of the rulers of each kingdom, and the GM 
  decides whether this Infamy increase happens.
  If you attack a kingdom with which you have an alliance, 
  attempt a Loyalty check. If you succeed, Infamy and Unrest 
  increase by 1d4 each. If you fail, Infamy and Unrest increase 
  by 2d4 each. An attacked ally may end an alliance, treaty, or 
  embassy agreement with the aggressor without penalty.
  relationships with multiple Kingdoms
  A kingdom may have embassies with any number of 
  kingdoms. For each treaty or alliance after the first, the 
  bonus to Economy or Stability is reduced by 1 (minimum +0).
  exPloRaTion edicTS
  Exploration edicts are special edicts that allow you to 
  commission explorers to map unclaimed hexes and prepare 
  them for your kingdom. You may choose to accompany the 
  explorers or let them explore on their own.
  When commissioning an expedition, you must determine the 
  length of time and plan the route in advance. Financing explorers 
  costs 1d4 BP per month of the expedition, paid in advance. The 
  explorers start at your capital, and spend the agreed-on time 
  traveling to, exploring, and mapping unclaimed hexes. At the end 
  of the contracted period, they return to your capital. See Terrain 
  and Terrain Improvements table for travel and exploration times. 
  Each expedition requires a separate Exploration edict.
  Explorers note obvious terrain features and resources on the 
  first day in a hex. Each day spent in the hex allows Intelligence 
  (nature) and/or Wisdom (survival) checks to locate hidden 
  landmarks, lairs, or resources, with a DC ranging from 10 for 
  things that are relatively easy to find or well known in local lore 
  to DC 25 for those that are well hidden or generally unknown.
   
  
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  Explorers have the same chances for random encounters 
  and other dangers that you would if you traveled through or 
  explored the hex yourself. If you are not traveling with the 
  explorers and they have a hostile encounter, you may have 
  the expedition attempt a Dexterity (stealth) check (DC 12 + 
  the encounter’s CR), using the worst modifier among the 
  expedition members. If the check fails, you may attempt a 
  Stability check (DC = Control DC + twice the encounter’s CR). 
  If you succeed at the Stability check, the explorers escape 
  and survive but are temporarily scattered and make no 
  more progress that month. If you fail the Stability check, the 
  explorers are killed; Unrest increases by 1, and the remainder 
  of your BP investment in the expedition is lost.
  TRade edicTS
  Trade edicts are special edicts that allow you to create a trade 
  route with another kingdom, increasing the BP you gain 
  every month, as well as possibly increasing your Fame and 
  other kingdom statistics.
  To plan a trade route, select another kingdom as your trade 
  partner and determine the distance in hexes from a settlement 
  in your kingdom to a settlement in the target kingdom, tracing 
  the path of the trade route rather than a direct line. A trade route 
  can pass through grassland, desert, or any terrain that has a road 
  or highway. If your settlement contains a Pier, the trade route can 
  pass along rivers and coastal hexes. If your settlement contains a 
  Waterfront, your trade route can pass through water hexes.
  Longer trade routes are harder to maintain than short 
  ones. To determine the effective length of your trade route, 
  hexes with roads or rivers count normally. Grassland and 
  desert hexes count double. Water hexes and hexes with 
  highways count as half. This total distance is the Trade 
  Route Length (TRL). Divide the Trade Route Length by 
  10 to get the Route Modifier (RM). Subtract the TRL from 
  your kingdom’s Size to get the Length Modifier (LM), with 
  a minimum LM of 0.
  Establishing a trade route takes 1 hex per day along Roads 
  and Rivers (upstream), 2 along coastlines, and 4 along water 
  or Rivers (downstream). If the journey requires 1 turn or 
  more, you gain no benefits from it until the turn the traders 
  arrive at their destination.
  You must invest at least 5 BP into the initial trade expedition 
  using this trade route. The first time your traders reach the 
  destination settlement, attempt an Economy check, a Loyalty 
  check, and a Stability check. Determine the DC as follows:
  DC = Control DC + your settlement’s Corruption + the 
  RM + the LM — your settlement’s Productivity
  If all three checks fail, the trade route is a total loss; 
  Fame decreases by 1 and Unrest increases by 1. If one check 
  succeeds, the expedition fails to reach its destination but 
  sells its goods elsewhere for 1d4 BP per every 5 BP invested.
  If two checks succeed, the trade route is established; 
  Economy increases by 1 and Treasury increases by the RM + 
  2d4 BP per 5 BP invested in the initial trade expedition. For 
  example, if you invested 5 BP in a trade route with an RM of 
  2, Treasury increases by 2 + 2d4 BP.
   
  
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  If all three checks succeed, the trade route is established 
  and is a great success; Economy increases by 2, Fame 
  increases by 1, and Treasury increases by the RM + 2d4 BP 
  per 5 BP invested in the initial trade expedition.
  An established trade route provides its benefits for 1 year.
  A kingdom can have one of each of the following types 
  of trade route. Each type requires certain buildings in your 
  settlement, and each increases the Economy bonus from a 
  successful trade route.
  Food: If your kingdom has surplus production from farms 
  and fisheries that reduces its Consumption to below 0, you 
  may export food. A successful food trade route increases 
  Economy by 1 for every 10 Farms and Fisheries in the 
  kingdom; this benefit is lost in any month that Farms and 
  Fisheries do not reduce Consumption below 0. You must 
  have at least 1 Granary and 1 Stockyard in your settlement.
  Goods: The trade route transports goods such as weapons 
  and textiles. Count all Guildhalls, Smithies, Shops, Trade 
  Shops, and Tanneries in the starting settlement and divide 
  by 10; a successful goods trade route increases Economy 
  by this amount. You must have at least 1 Guildhall in your 
  settlement.
  Luxuries: This trade route carries exotic goods such as 
  art, musical instruments, books, spices, dyes, and magic 
  items. Count all Alchemists, Caster’s Towers, Exotic Artisans, 
  Herbalists, Luxury Stores, and Magic Shops in the starting 
  settlement and divide by 10; a successful luxuries trade route 
  increases Economy by that amount. You must have at least 1 
  Luxury Store in your settlement.
  Raw Materials: This trade route carries common raw 
  materials such as lumber, stone, ore, or metal. A successful 
  raw materials trade route increases Economy by 1 for every 10 
  Mines, Quarries, and Sawmills in the kingdom. You must have 
  at least 1 Foundry in the starting settlement to count Mines.
  vaSSalage edicTS
  Vassalage edicts are special edicts that allow you to cede a 
  portion of your lands (or unclaimed lands you deem yours 
  to take) to a subordinate leader, sponsoring that leader’s 
  rulership in exchange for fealty. You can also use a Vassalage 
  edict to found a colony beholden to your kingdom. You may 
  also use a Vassalage edict to subjugate an existing kingdom 
  you have conquered without having to absorb the entire 
  kingdom hex by hex. When you issue a Vassalage edict, you 
  must select a person to take the Viceroy leadership role.
  Issuing a Vassalage edict requires you to spend 1d4 BP and 
  give additional BP to the Viceroy as a starting Treasury for the 
  vassal kingdom (just as a wealthy sponsor may have granted to 
  your initial Treasury). You may give up to 1/4 of your kingdom’s 
  Treasury to your new vassal as a grant to help found the kingdom.
  When you issue a Vassalage edict, you are creating a new 
  kingdom or attaching an existing kingdom to your own. Your 
  vassal functions in most respects as a separate entity with its own 
  kingdom scores. You decide how it is governed; you may give its 
  leaders full autonomy, or give occasional suggestions or commands 
  about buildings and improvements, or control it directly by giving 
  orders to the Viceroy.
  New Vassal or Colony: When you issue a Vassalage edict to 
  create a new colony or kingdom, you may immediately establish 
  an embassy, treaty, or alliance (your choice) with your new vassal 
  (see Diplomatic edicts). You may decide that the 
  treaty and alliance are balanced or unbalanced. 
  These decisions are automatically successful 
  and do not require rolls.
  Subjugation: When you issue this edict 
  to subjugate another kingdom, you may 
  immediately establish an embassy, but you 
  must follow the normal rules if you wish 
  to establish a treaty or alliance. If you 
  spend BP on bribes or gifts to reduce 
  the DC and you succeed at forming 
  the treaty or alliance, you may count 
  half of this amount as going toward 
  new improvements or buildings built 
  in the vassal kingdom that turn.
  The starting attitude of the vassal 
  kingdom is based on alignment 
  compatibility (as per Diplomatic edicts) 
  and modified by the circumstances 
  under which you deposed the prior 
  leadership per GM discretion—for 
  example, improving if you removed 
  a hated tyrant or worsening if you 
  unseated a popular ruler.
   
  
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  Subjugation may cause friction between your established 
  citizens and the newly conquered. You must attempt a 
  Loyalty check each turn (when you issue the edict, and on 
  future turns during the Upkeep phase), increasing the DC by 
  the subjugated kingdom’s Size divided by 5. Failure means 
  Unrest increases by 1d4. If you succeed at this check three 
  turns in a row, you establish a peaceful equilibrium and no 
  longer need to attempt these checks.
  Vacancy Penalty: If the vassal kingdom takes a vacancy 
  penalty for not having a Viceroy or a Viceroy not doing his 
  duties, that kingdom also takes the Ruler vacancy penalty. 
  A Consort or Heir from your kingdom may mitigate this 
  penalty if she is touring the vassal state; however, she cannot 
  also mitigate the Ruler vacancy penalty in your kingdom.
  exPanding SeTTlemenT modifieRS
  As explained in the Buildings section, the Settlement entry 
  for a building lists modifiers that affect skill checks in the 
  settlement. If the GM wants these modifiers to influence the 
  kingdom as a whole, add up the Settlement modifiers for all 
  settlements in your kingdom, divide them by 10, and apply 
  the following adjustments according to your kingdom’s 
  alignment: Chaotic: +1 Crime; Evil: +1 Corruption; Good: +1 
  Society; Lawful +1 Law; Neutral: +1 Lore (apply this twice if the 
  kingdom’s alignment is simply Neutral, not Chaotic Neutral 
  or Lawful Neutral). Use these total modifiers everywhere 
  in your kingdom. If a settlement has its own settlement 
  modifier, use the higher of the two modifiers for rolls 
  relating to that settlement.
  fame and infamy
  Kingdoms gain notoriety for the actions of their leaders 
  and citizens, as well as for constructing certain types of 
  buildings. This leads to the development of Fame or Infamy. 
  Fame represents a positive perception of a kingdom—it’s 
  seen as a place of culture, learning, peace, and honor—as 
  well as reflecting its measure of success in diplomacy, trade, 
  and battle. Infamy represents a negative perception of a 
  kingdom—it’s perceived as treacherous, corrupt, prejudiced, 
  ruthlessly warmongering, and villainous.
  As a kingdom grows, it can gain and lose both Fame and 
  Infamy, but these are not opposite statistics—an increase 
  in Fame does not mean an equal decrease in Infamy. For 
  example, a kingdom may be famous for culture and learning 
  as well as infamous for treachery and corruption.
  Starting Values: When you found a kingdom, it starts with 
  Fame 1 or Infamy 1 (Ruler’s choice). The other value starts at 0. 
  Fame and Infamy cannot go below 0. Certain buildings (such 
  as Arenas and Castles) increase Fame. Some events (such as 
  Squatters or Visiting Celebrity) can increase or reduce Fame 
  or Infamy.
  Settlement Modifiers: Add all the Lore and Society 
  modifiers from all your settlements and divide by 10; add 
  this amount to your Fame. Add all the Corruption and Crime 
  modifiers from all your settlements and divide by 10; add 
  this amount to your Infamy.
  Size Increases: When your kingdom’s Size increases to 11, 26, 
  51, 101, and 201, Fame or Infamy (Ruler’s choice) increases by 1.
  Using Fame and Infamy: Fame and Infamy affect skill 
  checks relating to other kingdoms. For every 10 points 
  of your kingdom’s Fame, your citizens gain a +1 bonus on 
  Charisma (persuasion) checks to influence government 
  officials of other kingdoms. For every 10 points of your 
  kingdom’s Infamy, your citizens gain a +1 bonus on Charisma 
  (intimidation) checks to influence government officials of 
  other kingdoms.
  foRmS of goveRnmenT
  The kingdom-building rules presume your government is a 
  feudal monarchy; the leaders are appointed for life (either by 
  themselves or an outside agency such as a nearby monarch), 
  and pass their titles to their heirs. The form of government 
  you choose can help establish the flavor and feel of the 
  kingdom and also adjust its settlements’ modifiers. You may 
  choose one of the following as the kingdom’s government.
  Autocracy: A single person rules the kingdom by popular 
  acclaim. This person may be elected by the people, a popular 
  hero asked to lead, or even a hereditary monarch who rules 
  with a light hand. Modifiers: None.
  Magocracy: An individual or group with potent magical 
  power leads the kingdom and promotes the spread of 
  magical and mundane knowledge and education. Those with 
  magical abilities often enjoy favored status in the kingdom. 
  Modifiers: Lore +2, Productivity —1, Society —1.
  Oligarchy: A group of councilors, guild masters, aristocrats, 
  and other wealthy and powerful individuals meet in council 
  to lead the kingdom and direct its policies. Modifiers: 
  Corruption +1, Law —1, Lore —1, Society +1.
  Overlord: The kingdom’s ruler is a single individual who 
  either seized control or inherited command of the settlement 
  and maintains a tight grasp on power. Modifiers: Corruption 
  +1, Crime —1, Law +1, Society —1.
  Republic: The kingdom is ruled by a parliament of 
  elected or appointed officials who represent the various 
  geographic areas and cultural constituents of the kingdom, 
  making decisions for the whole through voting, bureaucratic 
  procedures, and coalition-building. Modifiers: Crime —1, Law 
  —1, Productivity +1, Society +1.
  Secret Syndicate: An unofficial or illegal group like a 
  thieves’ guild rules the kingdom—the group may use a 
  puppet leader to maintain secrecy, but the group pulls 
   
  
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  the strings. Modifiers: Corruption +1, Crime +1, Law —3, 
  Productivity +1.
  Theocracy: The kingdom is ruled by the leader of its most 
  popular religion, and the ideas and members of that religion 
  often enjoy favored status in government and the kingdom. 
  Modifiers: Corruption —1, Law +1, Lore +1, Society —1.
  indePendence and unificaTion
  Sometimes, breaking a kingdom into multiple pieces or 
  joining with another kingdom is the best option for long-
  term survival.
  declaring independence
  Though many kingdoms 
  break 
  apart 
  due 
  to 
  military, 
  racial, 
  or 
  religious conflicts, you 
  can 
  divide 
  up 
  your 
  kingdom amiably if all 
  leaders agree. During 
  the Event phase, follow 
  these steps.
  Step 1: Decide how 
  many kingdoms you’ll 
  make out of the old one.
  Step 2: Split up the 
  kingdom. 
  Determine 
  which hexes belong to 
  each daughter kingdom. 
  Divide the treasury in 
  a fair manner (such 
  as 
  proportionate 
  to 
  population or Size), and divide any other mobile assets (such 
  as armies).
  Step 3: Determine how much Unrest in the parent 
  kingdom does not result from leadership and building 
  modifiers. Divide this by the number of daughter kingdoms 
  being made from the parent kingdom (minimum 1 Unrest).
  Step 4: Each daughter kingdom should follow the steps for 
  founding a kingdom. Treat leaders moving from the parent 
  kingdom to a daughter kingdom as abdicating their posts in 
  the parent kingdom. Loyalty increases by 1 for each daughter 
  kingdom for the next 6 months. Add the Unrest from Step 3 
  to the Unrest for the daughter kingdoms.
  The GM may influence any of these steps as appropriate 
  to the situation, such as by giving one kingdom an Economy 
  penalty and a Loyalty bonus, or dividing the Unrest in Step 4 
  unequally between the kingdoms.
  If independence occurs as a result of creating a secondary 
  territory by losing control of a connecting hex, the additional 
  Unrest penalty from having a kingdom leader act as the 
  Ruler ends.
  Independence and Diplomatic Edicts: If you’re using 
  Diplomatic edicts, you may wish to use such an edict to 
  declare independence. Treat this act as a Diplomatic edict 
  to form an alliance, but the sponsor’s initial attitude toward 
  your kingdom is 2 steps worse. If successful, the negotiation 
  emancipates your kingdom and ends any treaty or alliance 
  with your former patron; you retain an embassy with that 
  kingdom and can try to negotiate a new treaty or alliance. 
  If the negotiation fails, it worsens the patron’s attitude by 
  1 additional step. If this changes the patron’s attitude to 
  hostile, it leads to war against your rebellious kingdom.
  The paragraph above describes an optimal, peaceful 
  situation where part of the kingdom wants to split away from 
  the rest or the rulers want to divide the kingdom into smaller 
  kingdoms. 
  Splitting 
  a country because of 
  invasion, 
  revolution, 
  or a similar conflict 
  usually involves unique 
  circumstances and is 
  beyond the scope of 
  these rules; the GM 
  should use the above 
  steps as guidelines for 
  when 
  the 
  kingdom 
  leaders 
  reach 
  an 
  agreement with others 
  about how to split the 
  kingdom.
  forming a union
  Just as a kingdom can divide into separate pieces, kingdoms 
  may want to unite to become a more powerful political 
  entity. If the leaders in each kingdom agree to the union, the 
  process is relatively smooth. During the Event phase, follow 
  these steps.
  First, combine the Treasuries and any other mobile 
  assets (such as armies) of the kingdoms. Next, determine 
  how much Unrest in each kingdom is not from leadership 
  and building modifiers. Average these numbers together 
  (minimum 1 Unrest).
  Then follow the steps for founding a kingdom . Treat 
  leaders who change roles as changing roles within the 
  same kingdom.
  Once you’ve got your new, combined kingdom, add the 
  Unrest from earlier to the Unrest for the new kingdom.
  The GM may influence any of these steps as appropriate 
  to the situation, such as giving hexes in the smaller kingdom 
  a temporary Loyalty penalty for 1 year, or giving the entire 
  kingdom a 1d4—2 Stability modifier each turn for 6 months.
   
  
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  leadeRShiP Role SKillS
  Each leadership role provides bonuses to kingdom statistics 
  based on one of the leader’s ability scores. The GM may 
  want to allow a leader’s proficiency in a relevant skill (such 
  Charisma (persuasion)) to also affect the kingdom statistics. 
  If the leader is proficient in the skill, the leader may increase 
  the leadership modifier by 1. GMs may also decide that an 
  appropriate background grants an additional +1 increase to 
  the leadership modifier.
  The relevant skills for each leadership role are as follows.
  Ambassador: Charisma (persuasion)
  Consort: Charisma (performance)
  Councilor: Wisdom (insight)
  General: Wisdom (insight)
  Grand Diplomat: Charisma (persuasion)
  Heir: Charisma (persuasion)
  High Priest: Intelligence (religion)
  Magister: Intelligence (arcana)
  Marshal: Wisdom (survival)
  Royal Enforcer: Charisma (intimidation)
  Ruler: Charisma (persuasion or intimidation)
  Spymaster: Wisdom (insight)
  Treasurer: Intelligence (investigation)
  Viceroy: Intelligence (history)
  Warden: Wisdom (insight)
  SeTTlemenT SizeS
  The GM may want to adjust settlement modifiers based on 
  the kingdom’s Size and how that corresponds to the standard 
  settlement size categories in the settlement rules.
  Table 17: SeTTlemenT SizeS and modifieRS
  loTS
  caTegoRy
  modifieRS
  dangeRs
  1
  Village
  -2
  -10
  2—8
  Small Town
  -1
  -5
  9—20
  Large Town
  0
  0
  21—40
  Small City
  +1
  +5
  41—100
  Large City
  +1*
  +5*
  101+
  Metropolis
  +1*
  +5*
  *Per district
  Modifiers: Add the listed number to the settlement’s 
  Corruption, Crime, Law, Lore, Productivity, and Society.
  Danger: Add the listed number to the settlement’s Danger 
  value.
   
  
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  legendary warfare
  Sooner or later, even the most peaceable kingdom will find 
  itself faced with the prospect of war. While some kingdoms 
  at odds with your own might be willing to compromise, 
  others are not amenable to negotiation, or respond to 
  overtures of appeasement with ever-increasing aggression. 
  When diplomacy fails, the clash of steel is close behind.
  This section contains rules for you as a kingdom leader 
  to create armies, assign their commanders, and prepare 
  them for battle on land, at sea, or in the skies. This includes 
  rules for equipping and maintaining conventional armies, 
  utilizing PCs as part of mass combat, converting groups 
  of monsters into military forces, and going beyond the 
  battlefield to deal with the aftermath of combat.
  These rules provide an abstract, narrative mass combat 
  system that will let you rapidly play out a complex battle 
  scenario without getting bogged down in excessive detail, 
  while still retaining fidelity to strategy, tactics, and the 
  realities of the battlefield. These rules are not intended to 
  accurately represent complex wars, provide a highly tactical 
  simulation, or accurately model a tactical warfare miniatures 
  game. Instead, they are intended to incorporate warfare 
  into a campaign while still staying primarily focused on 
  traditional, small-scale adventuring and roleplaying.
  oveRvieW
  The key parts of the mass combat rules that you’ll reference 
  often are:
  •	
  Explanations of the army stat block and terminology 
  used throughout this section.
  •	
  Step-by-step instructions on how to run the battle 
  phases of a combat between armies.
  •	
  Battlefield modifiers for terrain and similar factors.
  •	
  Different tactics that armies can learn.
  •	
  What happens at the end of a battle, once an army wins, 
  loses, or flees.
  •	
  How to use special commanders or kingdom leaders to 
  modify army statistics.
  •	
  Resources to upgrade and improve armies.
  •	
  Special abilities for unusual armies, such as spellcasting 
  or poison.
  •	
  A list of sample armies.
   
  
  49
  49
  beyond The Kingdom
  The mass combat presented here are designed to work in 
  conjunction with the kingdom building rules presented in 
  Legendary Kingdoms from Legendary Games, such as Loyalty 
  checks and a kingdom’s Control DC. If you aren’t running 
  a kingdom but would still like to use these mass combat 
  rules as part of your regular 5th Edition game, substitute 
  a Wisdom save for a Loyalty check when one is required. 
  Instead of a kingdom’s Control DC, use a DC equal to 8 + 
  1/3 the party’s average level (rounded up) + the proficiency 
  bonus that applies at the party’s level. For example, if the 
  party’s average level is 12, the Wisdom save DC is 8 + 4 + 4 = 
  16; if the party’s average level is 5, the Wisdom save DC is 8 + 
  2 + 3 = 13. Instead of a kingdom turn or kingdom phase, use 
  1 month. Instead of using build points (BP) to represent the 
  cost of equipping and maintaining an army, multiply the BP 
  cost by 500 gp.
  aRmy STaTiSTicS
  The description of each army is presented in a standard 
  format.
  Name: This is the name of the army. This could be a 
  mercenary company’s name, such as “Thedric’s Berserkers,” 
  a formal regiment number such as “His Majesty’s Ninth 
  Royal Cavalry,” or an informal name such as “militia from 
  Blackwall County.”
  XP: This is the XP awarded to the PCs if their army defeats 
  this army, and is the same as an XP award for an encounter 
  with a CR equal to the army’s ACR (see below).
  Alignment: An army’s alignment has no effect on its 
  statistics, and is just a convenient way to summarize its 
  attitude with two letters. It is usually the same alignment as 
  a typical unit in that army.
  Size: The army’s size determines not only how many 
  individual units exist in the army, but also the army’s ACR.
  Table 18: aRmy SizeS 
  aRmy TyPe
  SoldieRS
  aRmy challenge RaTing (acR)
  Solo
  1
  CR of individual creature -4
  Patrol
  5
  CR of individual creature -2
  Squad
  10
  CR of individual creature 
  Platoon
  20
  CR of individual creature +2
  Company
  50
  CR of individual creature +4
  Battalion
  100
  CR of individual creature +6
  Regiment
  200
  CR of individual creature +8
  Brigade
  500
  CR of individual creature +10
  Legion
  1000
  CR of individual creature +12
  Type: This lists the nature of the army’s individual units, 
  such as “humans (fighter 1)” or “trolls.” These rules assume 
  all units in an army are essentially the same; if an army 
  of 100 orcs actually has a few half-orc fighters or some 
  orc barbarians, their presence has no effect on the army’s 
  statistics. If an army has a large number of units that are 
  different than the typical unit in that army, and these 
  differences are enough to change the army’s stat block, it is 
  generally best to treat the group as two separate armies with 
  different stat blocks.
  hp: An army’s hit points equal its ACR × the average hp 
  value of 1 HD of the army’s units (3.5 for d6 HD, 4.5 for d8 
  HD, 5.5 for d10 HD, 6.5 for d12 HD, and 10.5 for d20 HD). For 
  example, fighters have d10 HD, so an ACR 1 army of fighters 
  has 5.5 × 1 = 5.5 hp, rounded down to 5 hp. Note that only 
  damage from other armies can reduce an army’s hp; a non-
  army attacking an army is mostly ineffective, though you can 
  treat the attacker as a Fine army if you want to determine the 
  outcome of the attack. Abilities that reduce hp damage or 
  healing by half (or any other fraction) have a minimum of 1 
  rather than 0.
  Army Challenge Rating (ACR): This is based on the CR of 
  an individual unit from the army and the army’s size, and 
  scales like CRs for monsters. To determine ACR, see Table: 
  Army Sizes and apply the modifier for the army’s size to the 
  CR of an individual unit in the army. If an army is cavalry, 
  use the mount’s CR or the rider’s CR, whichever is higher. 
  For example, an individual orc is CR 1/2, so an army of 
  100 orcs is ACR 1/2; an army of 500 orcs is ACR 4 (4 steps 
  greater than the standard 100-unit army). If a group’s ACR 
  would be lower than 1/8, it doesn’t count as an army—add 
  more troops until you reach an ACR of 1/8 or higher. For 
  purposes of calculating ACR, individual creatures whose 
  CR is represented solely by class levels have a CR of 1 less 
  than their level. For example, when calculating the ACR of 
  an army of level 2 fighters, consider them to have a CR of 1 
  (and thus an ACR of 1 for a Medium army of those fighters).
  Defense Value (DV): This is a static number the army 
  uses to resist attacks, much like an individual creature’s 
  AC. The army’s DV is equal to ACR + 10 + any bonuses from 
  fortifications or a settlement’s Defense score.
  Offense Modifier (OM): This is a modifier added to a d20 
  roll to determine the army’s chance of success, much like an 
  individual creature’s attack bonus. The army’s OM is equal 
  to its ACR. If the army has the ability to make ranged attacks, 
  that’s mentioned here. Melee attacks and ranged attacks use 
  the same OM unless an ability says otherwise.
  Tactics: These are any army tactics the army has at its 
  disposal.
  Resources: These are any army resources the army has at 
  its disposal.
  Special: This section lists any special abilities the army has.
  Speed: This number indicates how many 12-mile hexes the 
  army traverses in a day’s march. Marching through difficult 
  terrain halves the army’s speed. An army’s speed is based on 
  the speed of its individual units.
  Morale: This number represents how confident the army 
   
  
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  is. Morale is used to determine changing battle tactics, 
  whether or not an army routs as a result of a devastating 
  attack, and similar effects. Morale is a modifier from —4 
  (worst) to +4 (best). A new army’s starting morale is +0. Morale 
  can be further modified by the army’s commander and other 
  factors. If an army’s Morale is ever reduced to —5 or lower, 
  the army disbands or deserts and you no longer control it.
  Consumption: This is how many Build Points (BP) an army 
  consumes each week (unlike most kingdom expenses, this 
  cost is per week, not per month), representing the cost to feed, 
  hydrate, arm, train, care for, and pay the units. An army’s base 
  Consumption is equal to its ACR divided by 2 (minimum 1). 
  If you fall behind on paying the army’s Consumption, reduce 
  its Morale by 2; this penalty ends when you catch up on the 
  army’s pay.
  Commander: This entry lists the army’s commander 
  and the commander’s Charisma modifier, Hit Dice, 
  and  Leadership  score. The commander must be able to 
  communicate with the army (possibly using message spells 
  and similar magical forms of communication) in order to 
  give orders or provide a bonus on the army’s rolls.
  Running maSS combaTS
  Since an army’s strength is represented by an ACR score, the 
  GM can balance armies against each other using their XP 
  values. For example, two ACR 9 armies should make for a 
  relatively even battle, but so would an ACR 9 army against 
  two ACR 6 armies or three ACR 5 armies. This applies mostly 
  to typical humanoid armies, as monsters with powerful 
  abilities might be significantly more formidable. 
  baTTle PhaSeS
  Mass combat takes place over the course of three battle 
  phases: the Tactics Phase, the Ranged Phase, and the Melee 
  Phase. A phase doesn’t denote a specific passage of time, 
  leaving the GM latitude to determine how long a mass 
  combat takes to resolve. For example, a battle in a muddy field 
  after a rain could take place over hours and involve several 
  short breaks to remove the dead from the battlefield, but still 
  counts as one battle for the purposes of these rules. If there 
  is an extended break (such as stopping at nightfall to resume 
  combat in the morning) or the battle conditions change 
  significantly (such as the assassination of a commander, the 
  arrival of another army, and so on), the GM should treat each 
  period of combat between armies as one battle. The battle 
  phases are as follows.
  1. Tactics Phase: The GM decides what battlefield modifiers 
  apply to the battle. The commanders each select a tactic their 
  respective armies will use during the battle.
  2. Ranged Phase: Any army with the ability to make 
  ranged attacks may make one attack against an enemy 
  army. This phase typically lasts for 1 round (one attack) as 
  the two armies use ranged attacks while they advance to 
  melee range, and then use melee attacks thereafter. The 
  battlefield’s shape and other conditions can extend this 
  duration. If both armies have ranged attacks, they may 
  choose to stay at range and never approach each other for 
  melee (at least until they run out of ammunition, though 
  the Consumption cost of maintaining an army generally 
  means the army is capable of many shots before this 
  happens). Armies without ranged capability can’t attack 
  during this phase, but may still rush forward.
  3. Melee Phase: The armies finally clash with melee attacks. 
  Each commander selects a strategy using the Strategy Track, 
  then each army makes an attack against another army. Repeat 
  the Melee phase until one army is defeated or routs, or some 
  other event ends the battle.
  aTTacKing and TaKing damage
  In mass combat, the hundreds of individual attacks that take 
  place in one battle phase overlap each other enough that who 
  actually attacks first is irrelevant.
  When armies attack, each army attempts an Offense check 
  (1d20 + the attacking army’s OM) and compares the result to 
  the target army’s DV.
  If the Offense check is equal to or less than the target 
  army’s DV, the army deals no damage that phase.
  If the Offense check is greater than defender’s DV, the 
  defending army takes damage equal to the result of the 
  attacker’s Offense check minus the defender’s DV. For 
  example, if the attacker’s Offense check is 11 and the 
  defender’s DV is 7, the defending army takes 4 points of 
  damage. Because these attacks are resolved simultaneously, 
  it is possible that both armies may damage or even destroy 
  each other in the same phase.
  If the Offense check is a natural 20, but that check is lower 
  than the enemy army’s DV, the attacking army still deals 
  1 point of damage. If the Offense check is a natural 1, that 
  army can’t attempt an Offense Check in the next phase, due 
  to some setback: a misheard order, getting stuck in mud, and 
  so on.
  more than two armies
  These rules can also serve in battles where more than two 
  armies clash. In such battles, when your army attempts an 
  Offense check, you choose which enemy army (or armies, 
  if you have multiple armies in the field) it is attacking and 
  apply damage appropriately. On each phase, you may change 
  which army you are targeting. If your kingdom fields multiple 
  armies in a battle, you may want to divide responsibility for 
  these armies among the other players to speed up play.
  baTTlefield condiTionS
  In some mass combats, the specifics of a battlefield won’t 
  impact either army, but sometimes the battlefield will itself 
  decide the outcome. The modifiers listed below apply only 
  for the duration of the battle. Naturally, the GM should 
  exercise judgment regarding any conditions that don’t seem 
  to apply to one of the armies (such as darkness and an army 
   
  
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  with darkvision, or fog and an army of worgs with keen 
  hearing and smell).
  At the GM’s discretion, large-area spells such as  move 
  earth  might allow armies or commanders to manipulate 
  the battlefield conditions before a conflict. For these spells 
  to have any effect, they must last at least 1 hour and affect 
  a significant area of the battlefield, at the GM’s discretion. 
  Likewise, magic items such as an instant fortress (+2 Defense) 
  and spells such as wall of stone (+1 Defense) can create simple 
  fortifications for an army to use in a battle.
  Advantageous Terrain: Generally, if one army occupies a 
  position of superiority (such as being atop a hill, wedged in a 
  narrow canyon, or protected by a deep river along one flank), 
  the defending army increases its DV by 2.
  Ambush: In order to attempt to ambush an army, the 
  entire ambushing army must be in an area that is heavily 
  obscured, or be otherwise undetected by its enemies. The 
  ambusher attempts an Offense check against the target 
  army’s DV. If successful, the battle begins but the target 
  army doesn’t get to act during the Tactics phase. Otherwise, 
  the battle proceeds normally.
  Battlefield Advantage: If an army is particularly familiar 
  with a battlefield, it’s OM and DV increase by 2.
  Darkness: Darkness, or otherwise heavily obscured areas, 
  reduces all armies’ OM by 2 and DV by 3.
  Dim Light: Dim light, or otherwise lightly obscured areas, 
  reduces all armies’ OM by 1.
  Fog: Fog reduces damage by half and gives the armies a +2 
  bonus on Morale checks to use the withdraw tactic.
  Fortifications: An army located in a fortification adds the 
  fortification’s Defense to its DV. A settlement’s Defense is 
  determined by the types of buildings it contains, as detailed in 
  the kingdom-building rules. If the game isn’t using the kingdom-
  building rules, a typical fortification increases DV by 8.
  Heavily Obscured: See Darkness, above.
  Lightly Obscured: See Dim Light, above.
  Rain: Rain applies a –4 penalty to OM in the Ranged phase 
  for all armies.
  Sandstorm: A sandstorm counts as fog and deals 1 hp of 
  damage to all armies during each Ranged and Melee phase.
   
  
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  Snow: Snow affects ranged attacks like rain, and affects 
  damage like fog.
  Wind: Wind modifies OM in the Ranged phase as follows: 
  light to moderate winds, no modifier; strong winds, –2 
  penalty; severe winds, disadvantage on the check; anything 
  stronger than a severe wind, at the GM’s discretion, makes 
  normal ranged attacks impossible and may negate or reduce 
  the benefits of siege weapons (typically by half ).
  aRmy TacTicS
  Tactics are options an army can use to influence aspects 
  of a battle. A newly recruited army doesn’t know any of 
  these tactics unless specified by the GM. An army learns 
  new tactics by being victorious in battle (see Victory, Rout, 
  or Defeat). An army can know a number of tactics equal to 
  half its ACR, minimum 0.
  When a battle begins, the commander selects one tactic 
  to use for that battle (if the army doesn’t know any tactics, 
  the army uses the standard tactic). At the start of each 
  Ranged or Melee phase, the commander may try to change 
  tactics by attempting a DC 15 Morale check. Success 
  means the army uses the new tactic for that phase (and 
  the modifiers from the old tactic cease); failure means the 
  army continues to use its current tactic. The effects of 
  tactics end when the battle does.
  As with battlefield conditions, gaining benefits from a 
  tactic is subject to GM discretion. (For example, you may 
  not get the expert flankers benefit if you cannot actually 
  flank your enemy).
  Tactics marked with an asterisk (*) are default tactics all 
  armies know; these do not count toward the number of 
  tactics an army knows.
  Cautious Combat: Your army fights cautiously in order 
  to maintain morale. Decrease its OM by 2, and add 2 to all 
  its Morale checks.
  Cavalry Experts: Your army’s OM increases by 2 against 
  armies that aren’t mounted. The army must have the 
  mount resource to use this tactic.
  Defensive Wall: Your army fights defensively, taking 
  actions to protect fellow units as needed. Decrease its OM 
  by 2, and increase its DV by 2.
  Dirty Fighters: Your army uses trickery and unfair 
  tactics to gain an advantage at the start of a battle. For 
  one Melee phase this battle, its OM increases by 6. (After 
  that Melee phase, the opposing army knows to be ready 
  for such tricks.)
  Expert Flankers: Your army is skilled at surrounding 
  the foe and distracting them, at the cost of spreading out 
  too much and being more vulnerable. Increase its OM by 
  2, and decrease its DV by 2.
  False Retreat: Once per battle, your army can make a 
  false retreat, luring a target enemy army deeper into your 
  territory. On the phase your army makes a false retreat, 
  it doesn’t attempt an Offense check. On the phase after it 
  uses this tactic, increase its OM and DV by 6 against the 
  target army.
  Full Defense: Your army focuses on total defense of the 
  battlefield. Increase its DV by 4, and decrease its OM by 4.
  Relentless Brutality: Your army throws caution to the 
  wind and attacks with savage and gory vigor. Increase its 
  OM by 4, and decrease its DV by 4.
  Siegebreaker: Your army targets another army’s siege 
  engines in an attempt to destroy them. If your army 
  damages the target army, your army attempts a second 
  Offense check; if successful, destroy one of the target’s 
  siege engines. This tactic has no effect on enemy armies 
  without siege engines.
  Sniper Support: Your army holds some ranged units in 
  reserve to attack a target enemy army during the Melee 
  phase. If your army damages the target army in the Melee 
  phase, it deals 2 additional points of damage from these 
  ranged attacks. The army must have ranged attacks to use 
  this tactic.
  Spellbreaker: Your army has specialists who can disrupt 
  enemy spellcasting. Increase its DV by 4 against armies 
  with the spellcasting ability.
  Standard*:  Your army’s attacks have no additional 
  modifiers to its OM, DV, or damage.
  Taunt: Your army is skilled at taunting its opponents, 
  provoking stupid mistakes and overconfidence in battle. 
  The target army must attempt a Morale check (DC = 10 
  + your army’s ACR) at the start of each Melee or Ranged 
  phase; failure means it reduces its OM and DV against 
  your army by 2 for that phase. If the target army succeeds 
  at two of these Morale checks, it’s immune to this tactic 
  for the remainder of the battle.
  Withdraw*: Your army tries to escape from all armies 
  attacking it. The army attempts an opposed Morale check 
  against each army attacking it to maintain discipline (any 
  army may voluntarily fail this check), but doesn’t need to 
  attempt the usual Morale check to change tactics when 
  switching to withdraw. If all of these checks are successful, 
  your army may withdraw from the battlefield or treat the 
  phase as a Ranged phase. If only some are successful, you 
  may withdraw or treat the phase as a Ranged phase, but 
  enemy armies in the battle may attack you as if you were 
  in Melee. Whether or not the checks are successful, reduce 
  your army’s OM and DV by 2 for the rest of this phase.
   
  
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  STRaTegy TRacK
  On the first Melee phase, the commander selects a strategy 
  from one of five options on the strategy track. Strategies 
  adjust the army’s DV, OM, and damage modifier. The damage 
  modifier applies even when the army in question makes a 
  successful attack but cannot reduce the damage dealt by a 
  successful attack below 1.
  Once each Melee phase after the first, the commander can 
  alter the army’s strategy. Adjusting the strategy 1 step up or 
  down is automatically successful and doesn’t require a check. 
  If the commander wants to adjust strategy more than 1 step, 
  the army attempts a DC 20 Morale check. Success means the 
  strategy changes to the desired level. Otherwise, the army’s 
  current strategy doesn’t change.
  Table 19: STRaTegy
  STRaTegy
  dc
  om
  damage dealT
  Defensive
  +4
  —4
  —2
  Cautious
  +2
  —2
  —1
  Standard
  +0
  +0
  +0
  Aggressive
  —2
  +2
  +1
  Reckless
  —4
  +4
  +2
  RouT
  A rout is a chaotic and disorderly retreat of a defeated army 
  from a battlefield, usually from fear or when overwhelmed 
  by a superior opponent. If an army’s hit points are reduced 
  to equal or less than its ACR, its commander must attempt 
  a DC 15 Morale check. If the check fails, the army scatters 
  and retreats from battle. If it cannot retreat, it surrenders 
  and is captured. When an army routs, all armies in the battle 
  can attempt one final Offense check at the fleeing army as a 
  parting shot before it escapes. (Normally, only enemy armies 
  do so, but an aggressive or evil army might strike at a fleeing 
  allied army out of anger or frustration.)
  vicToRy, RouT, oR defeaT
  An army is victorious if all of its enemy armies flee the 
  battlefield or are defeated. The aftermath of the battle can 
  be different for each army, and depends on whether it was 
  defeated, routed, or victorious.
  Defeated: If an army’s hit points are reduced to 0, it is 
  defeated. A defeated army may have a few survivors, but they 
  are so demoralized and wounded (and probably captured 
  by the enemy) that the army no longer exists as a cohesive 
  unit and can’t be used again in mass combat. If your army 
  is defeated, reduce your kingdom’s Economy, Loyalty, and 
  Stability according to the size of the army.
  Table 20: aRmy Size
  aRmy Size
  economy
  loyalTy
  STabiliTy
  Solo
  0
  0
  0
  Patrol
  0
  -1
  0
  Squad
  -1
  -1
  0
  Platoon
  -1
  -1
  -1
  Company
  -2
  -2
  -2
  Battalion
  -3
  -2
  -2
  Regiment
  -4
  -2
  -2
  Brigade
  -4
  -2
  -3
  Legion
  -4
  -3
  -3
   
  
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  Routed: If the army routs, reduce its Morale by 1. If the 
  army’s current hp are lower than the army’s ACR, increase 
  its hit points to its ACR. A routed army refuses to fight until 
  you succeed at a Loyalty check during your kingdom’s Upkeep 
  phase (you may attempt this check once per turn). Note that 
  a routed army can still be attacked by enemy armies, and can 
  attempt Offense checks in battles—it just can’t initiate a battle.
  Victorious: If your army is the last one left on the battlefield 
  (not counting other friendly armies), it is victorious. Each 
  time an army wins a battle, you can attempt a Loyalty check 
  against your kingdom’s Control DC. If you succeed at this 
  check, your army learns a new tactic and its Morale increases 
  by 1 (maximum of Morale +4). If the army’s current hit points 
  are lower than the army’s ACR, increase its hit points to its 
  ACR. You may attempt a second Loyalty check; if you succeed, 
  the army’s commander learns a new boon.
  RecoveRy
  Each day that an army spends at rest (no movement and 
  no battle), it heals a number of hit points equal to its ACR. 
  Once per day, you may attempt a Loyalty Check against your 
  kingdom’s Control DC. If you succeed, your army heals a 
  number of additional hit points equal to its ACR. An inactive 
  army heals back to its full hit points after a single month, no 
  matter how many hit points it lost.
  The mass combat rules assume that this healing is a combination 
  of actual wound healing and gaining new units to replace those 
  who were killed (meaning you don’t have to track individual 
  losses and resize armies). These units can be recruited from 
  sympathetic locals, replacements from your own settlements, or 
  forced conscripts from conquered lands. If circumstances make 
  these replacement options unavailable or unlikely, the GM is 
  free to limit how much an army can heal, generally to half the 
  army’s normal hit points. For other possibilities when dealing 
  with wounded armies, see the optional Reforming an Army rule.
  commandeRS
  An army’s commander helps maximize its effectiveness and can 
  provide special bonuses to an army. The commander can be a 
  PC or NPC. Unless you decide to command an army personally 
  or the GM allows you to recruit an exceptional commander 
  through adventuring and roleplaying, a new army’s commander 
  is an unexceptional leader who provides no bonuses to the army.
  The Mass Combat Army Sheet has a space to record information 
  about the commander of each of your armies. In addition, there’s 
  also a space to record information for a general—a general is a 
  character (often you) assigned to administrate your armies, but 
  is primarily a figurehead and grants no bonuses herself unless 
  actively leading a particular army. The relevant information is as 
  follows (assume a value of 0 unless otherwise specified).
  Name: This lists the commander’s name (and class and 
  level, if notable).
  Charisma Modifier: This lists the commander’s Charisma 
  modifier. It is added to the army’s Morale checks.
  Hit Dice: This is the commander’s Hit Dice (usually equal to 
  its character level for a PC). Divide the number of Hit Dice by 5 
  (minimum 0) and add that number to the army’s Morale checks.
  Leadership: The commander’s leadership score is its 
  character level + Charisma modifier. If the commander is a 
  monster, use HD instead of character level. If the commander 
  has an appropriate military background or training (GM’s 
  discretion), increase this value by 3. This number is a 
  prerequisite for some boons.
  Boons: This lists the boons the commander knows (see 
  below). A commander’s maximum number of boons known is 
  1, plus 1 for every 5 Hit Dice the commander possesses. A new 
  or unexceptional commander might know no boons at first, 
  but can gain them from victories in battle. If you’re a kingdom 
  leader acting as a commander, you automatically have one 
  boon appropriate to your leadership role (see below).
   
  
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  The commander must be active with the army to grant 
  a bonus on Morale checks or a boon to the army. Being 
  active requires spending at least 3 days per week with the 
  army. An army without a commander (whether because 
  the commander is dead or because she isn’t spending 
  enough time with the army) loses 1 Morale per week. You 
  may offset this loss by doubling the army’s Consumption 
  that week.
  If you have an army without a commander and you have 
  no commanders available to fill that role, you may promote a 
  unit from the army to be an unexceptional commander. This 
  commander has a +0 Charisma modifier and Hit Dice and a 
  Leadership score based on the level or HD of a typical unit 
  in that army.
  command boonS
  Boons are special abilities a commander grants to an army. 
  Most of these boons affect the rolls and statistics for battles, 
  and the commander must be present at the battle to provide 
  their benefit. A commander grants the army all the boons 
  she knows (she doesn’t have to select just one).
  Bloodied but Unbroken: The commander inspires the 
  army to be at its greatest in the most desperate times. When 
  an army’s hit points are at half its full normal hit points or 
  fewer, it gains a +1 bonus on Offense checks. A commander 
  must have  Leadership  4 or higher to select this boon. 
  At Leadership 10 or higher, this bonus increases to +2.
  Bonus Tactic: Choose one tactic. The commander always 
  knows this tactic, and the commander’s army can use this 
  tactic even if it doesn’t know that tactic on its own. You can 
  select this boon multiple times; each time you select it, 
  choose a new tactic.
  Defensive Tactics: The commander is especially good at 
  defensive tactics. Increase the army’s DV by 2. A commander 
  must have Leadership 5 or higher to select this boon.
  Flexible Tactics: The commander trains the army to be 
  receptive to multiple orders during a battle. The army gains 
  a +5 bonus on Morale checks to change tactics during a battle. 
  A commander must have Leadership 6 or higher to select 
  this boon. At Leadership 12 or higher, this bonus increases 
  to +10.
  Hit and Run: The commander drills the army in quick 
  attacks followed by a fast retreat. After attacks are resolved 
  in the Ranged phase or the first Melee phase, the army may 
  use the withdraw tactic with a +2 bonus on its opposed 
  Morale checks. A commander must have Leadership 5 or 
  higher to select this boon. At Leadership 10 or higher, 
  this bonus increases to +4.
  Hold the Line: The commander is skilled at 
  convincing the army to maintain morale against 
  dangerous opponents. If the army fails a Morale check 
  to avoid a rout, it may reroll that check. It must accept 
  the results of the second check, even if it is worse.
  Live off  the Land: The commander makes the army trap 
  game, hunt, and fish to augment its food supplies. Reduce 
  the army’s Consumption and speed by half for any week 
  this boon is used. The GM may rule that Huge and larger 
  armies deplete the available resources from a hex over 1d3 
  weeks, requiring the army to move if it wants to maintain the 
  reduced Consumption level.
  Loyalty:  The commander inspires great loyalty in the 
  army. The army gains a +2 bonus on all Morale checks. A 
  commander must have Leadership 6 or higher to select this 
  boon. At Leadership 12 or higher, this bonus increases to +4.
  Merciless: The commander encourages the army to be 
  ruthless in its tactics and spare no wounded enemies. The 
  army gains a +1 bonus on opposed Morale checks to prevent 
  another army from withdrawing and on the last Offense 
  check against a routed army or one using the withdraw tactic.
  Sharpshooter: The commander drills the army in precision 
  ranged attacks. The army gains a +2 bonus on Offense checks 
  against armies using fortifications. This boon has no effect if 
  the army can’t make ranged attacks.
  Triage: Whether using magic, alchemy, herbalism, or 
  folk knowledge, the commander drills the army in using 
  emergency methods to treat wounds. Once per battle, the 
  army may take a —4 penalty on its Offense check during the 
  Ranged or Melee phase and heal damage equal to half its 
  ACR. If the army has the healing potions resource, it also 
  gains the healing from this boon (without the Offense check 
  penalty) when it uses healing potions.
  Kingdom leadeR commandeRS
  If you have a kingdom leadership role (Ruler, High Priest, 
  Grand Diplomat, and so on), you may take the role of an army 
  commander. To determine your bonus on Morale checks 
  and the maximum number of boons you can know, use one-
  fifth of your Hit Dice (typically equal to your character level). 
  As with other commanders, you must remain active with the 
  army to grant your commander bonus on Morale checks, 
  and must be at the battle to provide tactics and bonuses.
   
  
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  Your 
  leadership 
  role 
  determines 
  what 
  boons 
  you automatically know (even if you don’t meet 
  the  Leadership  requirements for those boons).  If a role 
  lists multiple boons, you must choose one when you 
  become a commander. (Others may be gained in the normal 
  mannerRuler: Bloodied but Unbroken, Loyalty
  Consort: Loyalty
  Councilor: Loyalty
  General: 
  Bonus 
  Tactic, 
  Flexible 
  Tactics, 
  Merciless, 
  Sharpshooter
  Grand Diplomat: Defensive Tactics, Merciless
  Heir: Loyalty
  High Priest: Hold the Line, Live off the Land, Triage
  Magister: Flexible Tactics, Loyalty
  Marshal: Live off the Land, Hit and Run, Sharpshooter, Triage
  Royal Enforcer: Bonus Tactic, Merciless, Sharpshooter
  Spymaster: Hit and Run, Merciless, Sharpshooter
  Treasurer: Loyalty
  Viceroy: Loyalty
  Warden: Defensive Tactics, Hold the Line, Loyalty
  loSing commandeRS
  If an army is destroyed and the commander is an NPC, the 
  commander is killed (01—20), captured (21—70), or escapes 
  (71—00). An army of mindless creatures kills all captured NPC 
  commanders. You may ransom a captured commander by paying 
  BP equal to the commander’s army’s Consumption (if captured 
  by another kingdom, this goes to that kingdom’s Treasury). A 
  commander with a history of losing battles, being captured, 
  and being ransomed gains an unlucky reputation among your 
  troops and reduces the Morale of any army under her by 1.
  If you are the commander and your army is destroyed, 
  the GM should present you with an opportunity to escape 
  with serious injuries (at 25% hp or lower), otherwise you are 
  captured and held for ransom. The other PCs may pay BP, 
  gold, or other treasures to ransom you, or the GM may allow 
  the other PCs to have an adventure where they attempt to 
  rescue you instead of simply buying your freedom.
  RecRuiTing aRmieS
  If you are a leader of a kingdom, that fact is sufficient for you 
  to recruit armies from your citizens. If you are not the leader 
  of a kingdom, the GM may decide that you need to achieve 
  some sort of in-game accomplishment to earn the respect 
  and renown needed to raise an army.
  Being able to recruit a monster army usually requires a 
  special quest or adventure; you can’t simply recruit an army 
  of goblins to serve you because you’ve found a tribe of goblins 
  or know they live in your kingdom.
  aRmy ReSouRceS
  Resources are physical assets the army can use to improve 
  its abilities. You must spend the BP for a resource before 
  you can apply it to the army. Some armies can’t use certain 
  resources—an army of wolves can’t use healing potions 
  or improved weapons, mindless creatures can’t use siege 
  engines, and so on.
  The cost of a resource doesn’t end when you purchase 
  it. Units must be trained to use new equipment, elite units 
  demand higher pay, expensive items are more costly to 
  maintain and repair, and so on. Each resource added to an 
  army increases the army’s weekly Consumption by the listed 
  amount.
  The costs listed are for a Medium army. Resources for a 
  smaller or larger army cost proportionately less or more 
  than this amount.
  Healing Potions (10 BP): Each unit is equipped with several 
  healing potions. At any point during a battle (but no more 
  than twice per battle), the commander can order her units 
  to drink their potions. The army doesn’t attempt an Offense 
  check that phase, but heals a number of hit points equal to 
  twice its ACR. Each time an army uses its healing potions, 
  increase its Consumption that week by 3. To purchase 
  this resource, a settlement in your kingdom must have an 
  Alchemist, Caster’s Tower, Cathedral, Herbalist, Magic Shop, 
  Magical Academy, or Temple.
  Improved Armor (3 BP): The army is armed with well-
  made but mundane armor, increasing DV and Consumption 
  by 1. For 15 BP, you can outfit the army with magic or special 
  armor (such as armor made of mithral), increasing DV and 
  Consumption by 2 instead. To purchase this, a settlement 
  in your kingdom must have a Foreign Quarter, Military 
  Academy, or Smithy. The ability to purchase magic or special 
  armor may be restricted at the GM’s discretion.
  Improved Weapons (5 BP): The army is armed with 
  well-made but mundane weapons, increasing OM and 
  Consumption by 1. For 50 BP, you can outfit the army 
  with magic or special weapons (such as swords made of 
  adamantine), increasing OM and Consumption by 2 instead. 
  To purchase this resource, a settlement in your kingdom 
  must have a Foreign Quarter, Military Academy, or Smithy. 
  The ability to purchase magical or special weapons may be 
  restricted at the GM’s discretion.
  Mounts (BP = Mount’s ACR): The army is mounted on 
  horses or other war-trained animals. Increase its OM and DV 
  by 2, and increase its Consumption by 1. If your army uses 
  mounts that are more powerful than the units themselves, 
  your army’s ACR and derived scores might increase. To 
  purchase this resource, a settlement in your kingdom must 
  have a Foreign Quarter, Stable, or Stockyard.
  Ranged Weapons (2 BP): The army is equipped with ranged 
  weapons (such as crossbows, slings, or bows), gaining ranged 
  attack capability. Increase its Consumption by 1.
   
  
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  Siege Engines (15 BP per engine): Your army includes 
  catapults, rams, trebuchets, ballistae, and other siege 
  engines designed to break down fortifications. Increase 
  OM by 2 (regardless of the total number of siege engines 
  in the army) and Consumption by 3 per siege engine. 
  Each Melee phase, reduce the enemy’s bonus to DV from 
  fortifications by 1d4 per siege engine in your army. Unlike 
  other resources, the cost of a siege engine doesn’t scale with 
  the army’s size. To purchase this resource, a settlement in 
  your kingdom must have an Academy, Foreign Quarter, 
  Military Academy, or University.
  Table 21: ReSouRce Scaling
  aRmy Size
  mulTiPlier
  Solo
  n/a 
  Patrol
  x 0.1
  Squad
  x 0.25
  Platoon
  x 0.5
  Company
  x 0.75
  Battalion
  x 1
  Regiment
  x 2
  Brigade
  x 5
  Legion
  x 10
  This multiplier affects the resource’s initial cost and the 
  increase to Consumption. The multiplier can’t reduce the 
  cost of a resource below 1 BP.
  transferring resources
  You may take a purchased resource from one army 
  and give it to an army of equal or smaller size so 
  long as the creatures in the recipient armies 
  can use the resource (for example, improved 
  weapons for a hill giant army are of little use 
  to an army of human zombies). Doing so 
  doesn’t cost BP, but reduces the Morale of the 
  donating army by 1.
  At the GM’s discretion, you may divide 
  a resource among several smaller armies, 
  so long as the total number of units in 
  the smaller armies doesn’t exceed the 
  number of units in the donating army.
  If you disband an army with a resource, you 
  can give that resource to another suitable army, 
  store it for later (such as an army you recruit next 
  year), or sell it for half its BP value.
  SPecial abiliTieS
  Part of the fun of playing out a war in a fantasy game is the 
  fact that you aren’t limited to real-world troops. Though 
  most recruited units are fighters, you may be able to recruit 
  an army of paladins, clerics, or other characters with abilities 
  useful in mass combat.
  You might even be able to recruit monsters, whether 
  humanoids such as goblins, trolls, and orcs, or exotic 
  creatures such as centaurs and worgs. These creatures could 
  have monster special abilities useful in mass combat. A typical 
  kingdom doesn’t have access to monster armies unless it has 
  formed alliances with such creatures, either through formal 
  diplomatic edicts or befriending them during adventures.
  Modifiers for these abilities apply only if most of the 
  units in an army have the listed ability. For a class ability, a 
  parenthetical note after the ability name indicates the class 
  and the level the units of the army must be to confer that 
  ability. This listing doesn’t include all class abilities, or class 
  abilities acquired after 5th level, as it’s unlikely you’ll be able 
  to recruit enough units of that class level to form an army.
  You can use the following special abilities as inspiration 
  to generate additional army abilities of your own. Unless 
  otherwise stated, the effects of these special abilities (other 
  than hp damage) end when a battle ends. Note that you count 
  as your own ally for abilities that effect allied armies.
   
  
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  Ability Damage/Drain: When this army deals damage 
  in melee, the target army takes an automatic 1d6 points of 
  damage at the start of the next phase. Example: A shadow’s 
  strength drain or a wraith’s life drain.
  Amphibious: The army can move in or across bodies of 
  water and ignore Defense from water barriers. This includes 
  creatures with limited amphibiousness, such as sahuagin. 
  Action Surge: During one melee or ranged phase, increase 
  the army’s OM by 1.
  Bardic Inspiration: The army increases its OM by 1 and 
  gains a +2 bonus on Morale checks against fear and routs. 
  Alternatively, the army may apply these bonuses to an allied 
  army in the same battle.
  Bleed: Attacks that cause excessive bleeding function as 
  ability damage/drain. 
  Blindsight: The army takes no penalties to its OM and DV 
  from darkness, invisibility, or weather.
  Breath Weapon: The army can make ranged attacks. In the 
  Ranged and Melee phases, it deals +1d4 points of damage.
  Burning Attacks: Attacks that cause excessive burns 
  or cause objects or creatures to ignite function as ability 
  damage/drain. Example: A fire elemental’s touch attack.
  Burrow: The army can dig under one fortification (or City 
  Walls) by spending a Ranged or Melee phase moving. In later 
  phases, it ignores that fortification’s Defense. During the 
  phase the army uses burrow, it can attack or be attacked only 
  by armies using burrow or earth glide.
  Cannibalize: If the army has an ability or description that 
  indicates it eats the flesh of fallen foes, reduce Consumption 
  by 1 (minimum 0) for any week in which the army wins a 
  battle and is allowed to feed on fallen corpses.
  Channel Divinity: In the Melee phase, the army deals +1d4 
  points of damage against an undead target army. 
  Charge: The army increases its OM by 1.
  Climb: The army treats the Defense of fortifications as 
  25% lower than normal. This benefit doesn’t apply if the 
  fortification can’t reasonably be climbed (such as a moat or 
  wall of force).
  Combat Style: Once per battle, increase the army’s OM 
  for either ranged attacks or melee attacks by 1 for the rest 
  of the battle.
  Constrict: The army’s units latch onto their opponents, 
  making it difficult to escape. The target army takes a 
  —2 penalty on Morale checks to resist a rout or use the 
  withdraw tactic.
  Construct Type: The army is immune to any conditions 
  that the individual creature is immune to. Also see 
  significant defense.
  Create Spawn: If the army has an ability that spawns new 
  creatures from its victims (such as a vampire’s bite), and 
  it destroys a living army of equal or greater size, it may 
  immediately recover a number of hit points equal to twice 
  its ACR or create a new army of its type but two sizes smaller 
  than itself.
  Cunning Action: The army gains a +2 bonus to checks 
  made to withdraw from battle.
  Damage Resistances or Immunities: See the entry for 
  significant defense.
  Darkvision: The army takes no OM or DV penalties in dim 
  light or darkness.
  Deflect Missiles: Reduce the enemy’s OM during the 
  ranged phase by 3.
  Disease: If the army damages an enemy, the enemy 
  becomes diseased and takes a cumulative —1 penalty to its 
  OM and DV each day after the battle. Curing the disease 
  requires a successful Stability check modified by this penalty, 
  and allows the army to reduce this penalty by 1 each day 
  thereafter until the penalty is gone.
  Divine Health: The army is immune to disease.
  Divine Smite: In one Melee phase per battle, the army may 
  increase its OM by 2 against an army. If the target army is 
  undead or fiends, the OM increases by 4 instead.
  Earth Glide: The army ignores fortifications made of earth 
  or stone and can burrow under other fortifications as if 
  using the burrow special ability.
  Favored Enemy: The army increases its OM by 1 against 
  an army of a type of creature chosen from the ranger favored 
  enemy list.
  Fear: If the army damages an enemy army, that army 
  must attempt a Morale check (DC = 10 + your army’s ACR). 
  Failure means the enemy army is afraid and can’t attempt 
  an Offense check to attack during the next phase. If an army 
  fails a Morale check during a phase in which it is already 
  afraid, it routs.
  Fighting Style: See Combat Style.
  Flight: If the army doesn’t attack in the Melee phase, it 
  can’t be attacked with melee attacks except by an army with 
  flight. The army ignores Defense bonuses from City Walls, 
  but not other fortifications.
  Flurry of  Blows (Monk 1): In the first Melee phase, increase 
  the army’s OM by 1. In the second and subsequent Melee 
  phases, increase it by 2 instead.
  Immunity: If an army is immune to a particular special 
  ability (such as poison), an enemy army with that ability 
  doesn’t gain those benefits against this army. For an army 
  with many immunities, also see significant defense.
  Incorporeal Movement: The army ignores enemy DV 
  bonuses from armor resources. It automatically succeeds at 
  checks to withdraw. It has a mobility advantage in all kinds 
  of terrain.
   
  
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  Invisibility: Any army attacking this army takes a —2 
  penalty to its OM for that attack. Any army attacked by 
  this army takes a —2 penalty to its DV against its attacks. 
  Armies that can’t see invisible creatures can’t prevent this 
  army from withdrawing.
  Keen Hearing/Smell/Senses: The army reduces its OM and 
  DV penalties from darkness, invisibility, and weather by half.
  Lay on Hands: If the army takes an OM penalty equal 
  to half its ACR for one Ranged or Melee phase, it heals a 
  number of hit points equal to its ACR. At the end of a battle, 
  the army can cure a disease on one allied army.
  Light Blindness: The army decreases its OM and RV by 2 
  in bright light.
  Light/Sunlight Sensitivity: The army decreases its OM and 
  RV by 1 in bright light.
  Magic Immunity or Resistance: The army increases its 
  DV by 6 against armies with the spellcasting ability. This 
  includes monsters with limited magic immunities, at the 
  GM’s discretion.
  Mindless: This includes creatures such as skeletons, 
  zombies, and others at the GM’s discretion. The army never 
  fails Morale checks, but must always use standard tactics 
  and strategy. 
  Mobility: If the units have a form of mobility that gives them 
  an advantage in the battlefield’s terrain, increase the army’s 
  OM by 1 for that battle against armies without such mobility.
  Natural Explorer: The army adds its ACR to Morale checks 
  to prevent an army from using the withdraw tactic and to its 
  DV to prevent ambushes. It reduces the damage it deals in 
  fog by one quarter instead of one half. In its favored terrain, 
  it reduces an enemy’s bonuses from advantageous terrain 
  and battlefield advantage by half.
  Pack Tactics: If the army is larger than the army it is 
  attacking, increase the attacking army’s OM by 1.
  Paralysis: Each time the army damages an enemy army, 
  reduce the enemy army’s DV by 1.
  Petrification: This ability functions as paralysis.
  Plant: An army of plant creatures is immune to fear, 
  paralysis, and poison.
  Poison: This ability functions as bleed.
  Pounce: The army increases its OM by 1.
  Rage: Once per battle, the commander may order the army 
  to rage. Increase the army’s OM by 2, decrease its DV by 1, and 
  add a +1 bonus on its Morale checks against fear and routing. 
  While this is in effect, the army can’t use the tactics cautious 
  combat, defensive wall, expert flankers, hold the line, sniper 
  support, or withdraw; nor can it use the defensive or cautious 
  strategies. If using such a tactic or strategy, you immediately 
  switch to the standard tactic or strategy.
  Reckless Attack: When using the aggressive or reckless 
  strategy, increase the bonuses to the army’s OM and damage 
  dealt by 1, and increase the penalty to DV by 1.
  Regeneration: The army regains a number of hit points 
  equal to half its regeneration value each Ranged or Melee 
  phase. When an army with regeneration is reduced to 0 hp, 
  it is defeated only if at least one enemy army survives at the 
  end of that phase to finish off the regenerating creatures. 
  Outside of battle, the army regains a number of hit points 
  equal to half its regeneration value each hour.
  Resistance: See the entry for significant defense.
  Rock Catching: The army increases its DV by 1 against 
  ranged attacks. This increases by an additional 1 if the army 
  is attacked with siege weapons or thrown rocks.
  Rock Throwing: The army can make ranged attacks. In the 
  Ranged phase, it deals +4 points of damage.
  Second Wind: In one ranged or melee phase during the 
  battle, the army can regain hit points equal to its ACR.
  Siege Monster: The army reduces the benefit granted by 
  its enemies’ fortifications by half.
  Significant Defense: The army has a significant defense 
  such as numerous immunities and/or resistances. Increase 
  its DV by 10, but only against armies that can’t overcome 
  those defenses. In some cases, the GM might rule that an 
   
  
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  army is simply undefeatable by an enemy army because of its 
  defenses (though the GM should never pit the PCs against 
  such an army unless the PCs initiate a foolish battle).
  Sneak Attack: The army increases its OM by 1 when making 
  an ambush, when using the expert flankers tactic, or on the 
  phase after using the false retreat tactic.
  Spellcasting: If an army’s units can use magic (from either 
  special abilities or actual spellcasting), increase its OM and 
  DV by the spell level of the highest-level spell the individual 
  unit can cast. If any of the army’s offensive spells has a range 
  greater than touch, the army can make ranged attacks.
  Stunning Strike: This ability functions as paralysis.
  Swarm: The army takes half damage from nonmagical 
  attacks, but 1-1/2 times as much damage from magical attacks. 
  It ignores DV bonuses from armor resources. It can’t harm 
  an army with the incorporeal or significant defense ability. It 
  automatically succeeds at checks to withdraw.
  Teleportation: The army ignores the Defense of 
  fortifications. It automatically succeeds at checks to 
  withdraw. Ethereal travel and similar effects also grant this 
  ability. An army with teleportation can travel to any hex on 
  the same day (its speed is irrelevant and not hampered by 
  difficult terrain).
  Tremorsense: The army reduces its OM and DV penalties 
  from darkness, invisibility, and weather by half.
  Uncanny Dodge: This army’s DV increases by 2.
  Undead: The army is immune to whatever damage or 
  conditions that an individual creature of that type is immune 
  to. Its DV increases by 2. Also see significant defense.
  Water Breathing: The army increases its OM and DV by 1 
  against armies in the water or on ships. The army decreases 
  its OM by 2 against armies on land (unless the army also has 
  the amphibious special ability, in which case it doesn’t have 
  this OM penalty).
  Wild Shape: Once per battle, the army may gain the aquatic, 
  amphibious, climb, darkvision, flight, low-light vision, or 
  scent special abilities, but loses the spellcasting ability while 
  this is in effect. The army can end this ability in any later 
  phase. Abilities that allow a creature to change its shape or 
  form might also function this way, at the GM’s discretion.
  PlayeR chaRacTeRS in baTTleS
  In addition to the option of your PCs being commanders in 
  your armies, the GM may have you fight smaller groups of 
  enemies before or even during a battle in which your armies 
  clash with the enemy. For example, your PCs might attack 
  an evil necromancer and fight your way through his tower 
  to confront him directly and defeat him while your army 
  battles the undead horde outside the tower. Alternatively, your 
  PCs could use potent spells (such as  cloudkill,  control water, 
  or  earthquake) to alter battlefield conditions in your favor. 
  These possibilities let you use your characters to directly affect 
  the outcome of a battle without forcing you to sit out on an 
  adventure opportunity by personally commanding an army.
  If your PCs win the small-scale combat or dramatically 
  affect the battlefield with magic, the GM could opt to increase 
  your army’s DV and OM by +4 for that battle, or penalize your 
  armies by —4 if you lose. At the GM’s discretion, your PCs’ 
  failure or victory might have other effects on your armies 
  as well, such as temporarily granting an additional tactic, 
  altering the hit points of one or more armies, or granting or 
  negating a special ability.
  oPTional maSS combaT RuleS
  The following sections describe ways armies can be altered 
  or assigned that come up less frequently than the other rules 
  in the mass combat system. They’re optional, and the GM 
  can bring them into the game only if necessary.
  comBining armies
  If you have two armies of the same type and of equal size, 
  at any time outside of combat you can combine them into a 
  single army that is one size larger than the original armies.
  Choose one of the two commanders to command this 
  combined army. The other commander may be assigned to a 
  different army; otherwise, her boons are lost.
  Calculate the new army’s statistics based on its new size. 
  If both smaller armies had a boon, resource, or tactic, the 
  new army has it as well; otherwise the boon, resource, or 
  tactic is lost. The new army’s Morale is equal to the average 
  of the Morale of the two smaller armies. If one army has an 
  affliction (such as a disease), the new army now has it.
  Determine what percentage of its full normal hit points 
  each smaller army had. The new army’s hit points is the 
  average of these percentages. For example, if one army is at 
  50% and the other is at 100%, the new army is at 75% of the 
  full hit points for its size.
  reforming an army
  Reformation converts a wounded army into a smaller, 
  healthy army. The army hit point rules are abstract and 
  represent wounded units, incapacitated units, and dead 
  units. For an army with a very low hit point total, the 
  number of active units in the army can even be equal to or 
  fewer than those of an army of a smaller size. For example, 
  a Large army normally has 200 units, but if that army is 
  very wounded, it could have only 100 or fewer units able 
  to fight—the same number as a Medium army. Because an 
  army’s Consumption is based on its ACR (which is based 
  on its size), you might be able to reduce your Consumption 
  costs if you reform an army into a smaller size.
  At any time outside of combat, you can reform a wounded 
  army (at half hit points or fewer) into an army one size 
  smaller with full hit points. This act represents you choosing 
  only the healthiest units to continue fighting. The wounded 
  survivors disperse, typically heading home to recuperate.
   
  
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  Calculate the smaller army’s statistics based on its new size. 
  The smaller army retains all of the larger army’s statistics 
  and effects (including tactics, boons, resources, commander, 
  and so on) except those based on its size (such as ACR and 
  statistics based on ACR). The army reduces its Morale by 1 (as 
  reforming is a blunt indication of misfortune).
  There is no limit to how many times you can reform 
  an army. Even a Colossal army can be whittled away and 
  reformed several times until the CR of its individual units is 
  too small to actually count as an army.
  reserve army
  The costs in this section assume an active, deployed army. You 
  may instead convert an army into a reserve army, placing it in a 
  settlement. This reduces the Consumption cost for the army to 
  once per month (or kingdom turn) instead of once per week. A 
  commander has to spend only 3 days per month with a reserve 
  army to remain active with it. The Morale penalty for an absent 
  commander happens every month instead of every week.
  The size of an army you can put in reserve depends on the 
  buildings you have available in the settlement. A Watchtower 
  can hold a Small or smaller reserve army, a Barracks can hold 
  Medium or smaller, a Castle can hold Large or smaller, and a 
  Garrison Huge or smaller. A Gargantuan or Colossal army can’t 
  be put in reserve—it must remain deployed (though it can be 
  indefinitely deployed in one of your own hexes). A Temple counts 
  as a Watchtower for the purpose of holding special religious 
  troops (clerics, druids, or paladins), and a Cathedral counts as a 
  Barracks in those cases. You may split an army (see Splitting an 
  Army) to allow you to divide its units among several buildings.
  If you move the army outside the settlement, it immediately 
  counts as an active army and the costs must be paid per week 
  as normal.
  splitting an army
  You can divide an army into smaller armies. At any time 
  outside of combat, you may split an army into two armies 
  that are each one size category smaller. One of these armies 
  retains the larger army’s commander; you must assign a 
  commander to the other army.
  Calculate each smaller army’s statistics based on its new 
  size. The smaller armies retain all of the larger army’s 
  statistics and effects (including tactics, boons, resources, 
  commander, and so on) except those based on size (such as 
  ACR and statistics based on ACR). Each smaller army reduces 
  its Morale by 1.
  Determine what percentage of its full normal hit points 
  the larger army had. Each smaller army has this proportion 
  of hit points for its new size. For example, if the large army 
  was at 70% (28 hp out of 40), each smaller army is at 70% of 
  the full hit points for its size.
  There is no limit to how many times you can split an army. 
  Even a Colossal army can split several times until the CR of 
  its individual units is too small to actually count as an army.
  SamPle aRmieS
  This section details sample armies of various humanoid 
  and monster types. The GM can allow players to recruit 
  some of these armies, or might reserve most of them as 
  unusual foes for mass battles. None of these armies has a 
  starting Morale listed, because starting Morale starts at 0, 
  modified by the commander.
  Most of these armies are Medium, showing a player or GM 
  what tactics, resources, and special abilities a typical army 
  of that type has, yet still keeping it easy to scale the army to 
  a larger or smaller size. If an army has a resource, the listed 
  Consumption is for an army of the listed size; if you change 
  the size of the army, remember to subtract the Consumption 
  cost for its original size, scale that cost to the new size, then 
  add the scaled cost to the army’s base Consumption cost. If 
  the army lists an additional cost for recruiting the army, this 
  recruitment cost scales in the same way.
  The special abilities listed for monster armies are 
  approximations to model the unit monster’s special 
  abilities. GMs should use their discretion when deciding 
  what abilities an army does or does not have, and use the 
  special abilities listed above as guidance. For example, a 
  monster with a stench that causes foes to lose actions might 
  have the paralysis ability. A monster with significant healing 
  capabilities might have lay on hands, while one with minor 
  healing abilities might have second wind.
  If a special ability provides a constant bonus (such as the 
  bonus from charge), that bonus is automatically included in 
  the army’s stat block. If the bonus is conditional (like the DV 
  bonus from rock catching or the ranged damage bonus from 
  rock throwing), you need to account for that bonus when the 
  conditions are right.
  Some armies have custom bonuses built into their DV 
  or OM. This represents the unit’s special defenses (such as 
  damage resistances) and high damage output against single 
  targets, which should affect an opposing army in a greater 
  way than the standard monster-to-army conversion rules 
  would indicate. Determining army stat block values for 
  small numbers of powerful monsters is more of an art than 
  a science.
  ARMY REGIMENT 
  XP 5,000
  Regiment of human fighter 2, neutral
  hp 49; ACR 9
  DV 19; OM +9
  Special action surge, fighting style, second wind
  Speed 1; Consumption 4
  ARMY BATTALION 
  XP 2,900
  Battalion of human fighter 2, neutral 
  hp 38; ACR 7
  DV 17; OM +7
  Special action surge, fighting style, second wind
  Speed 1; Consumption 3
   
  
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  ARMY COMPANY 
   
   
   
     XP 1,800
  Company of human fighter 2, neutral 
  hp 27; ACR 5
  DV 15; OM +5
  Special action surge, fighting style, second wind
  Speed 1; Consumption 2
  ARMY PLATOON 
   
   
   
       XP 700
  Platoon of human fighter 2, neutral 
  hp 16; ACR 3
  DV 13; OM +3
  Special action surge, fighting style, second wind
  Speed 1; Consumption 1
  ARMY SQUAD  
   
   
   
       XP 200
  Squad of human fighter 2, neutral
  hp 5; ACR 1
  DV 11; OM +1
  Special action surge, fighting style, second wind
  Speed 1; Consumption 1
  CENTAUR PATROL 
   
   
   
       XP 450
  Squad of centaurs, neutral good
  hp 11; ACR 2
  DV 12; OM +2, ranged
  Tactics cavalry experts
  Special always treated as if they have the mounts resource
  Speed 2; Consumption 1
  DWARVEN DEFENDERS 
  XP 200
  Squad of dwarf fighter 2, lawful neutral 
  hp 5; ACR 1
  DV 11; OM +1
  Tactics defensive wall
  Special action surge, darkvision, fighting style, second wind
  Speed 1; Consumption 1
  DUERGAR KILL SQUAD 
  XP 200
  Squad of duergar, lawful evil 
  hp 4; ACR 1
  DV 11; OM +2, ranged
  Special darkvision, magic resistance, resistant to poison, sunlight 
  sensitivity
  Speed 1; Consumption 1
  Note +1 OM due to abilities
  DROW INFILTRATORS 
  XP 50
  Squad of drow, chaotic evil 
  hp 1; ACR 1/4
  DV 10; OM +2, ranged
  Tactics dirty fighters, false retreat, sniper support, spellbreaker
  Special 
  darkvision, 
  sunlight 
  sensitivity, 
  poison 
  and 
  magic resistance
  Speed 2; Consumption 1
  Note +2 OM due to abilities
  ELITE COMMANDOS 
  XP 700
  Squad of human fighter 4, neutral 
  hp 16; ACR 3
  DV 13; OM +3, ranged
  Tactics expert flankers, siegebreaker
  Resources healing potions, improved armor, improved weapons, 
  ranged weapons
  Special action surge, fighting style, second wind
  Speed 2; Consumption 1 (recruitment cost 20 BP)
  MOUNTED KNIGHTS 
  XP 450
  Squad of human fighter 3, lawful neutral 
  hp 11; ACR 2
  DV 15; OM +5
  Resources improved armor, improved weapons, mounts
  Special action surge, fighting style, second wind
  Speed 1; Consumption 4 (recruitment cost 9 BP)
  ELVEN WARDENS 
  XP 200
  Squad of elf ranger 2, neutral 
  hp 5; ACR 1
  DV 11; OM +1
  Tactics sniper support
  Special fighting style, favored enemy (orcs and goblins), natural 
  explorer
  Speed 1; Consumption 1
  GHOUL SCAVENGERS 
  XP 200
  Squad of ghouls, chaotic evil 
  hp 4; ACR 1
  DV 11; OM +1
  Special cannibalize, darkvision, paralysis, undead
  Speed 2; Consumption 1
  GNOLL WARBAND 
  XP 450
  Platoon of gnolls, chaotic evil
  hp 10; ACR 2
  DV 12; OM +2, ranged
  Resources ranged weapons
  Special darkvision
  Speed 2; Consumption 1
  GNOME STALKERS 
  XP 200
  Squad of gnome fighter 2, neutral 
  hp 5; ACR 1
  DV 11; OM +2
  Tactics taunt
  Special action surge, fighting style, second wind
  Speed 1; Consumption 1
  Note +1 OM due to spell-like abilities
  GOBLIN SNEAKS 
  XP 50
  Squad of goblins, chaotic evil 
  hp 1; ACR 1/4
  DV 10; OM +0, ranged
  Special darkvision, nimble escape (as cunning action)
  Speed 1; Consumption 1
   
  
  63
  63
  GOBLIN HORDE 
  XP 700
  Company of goblins, chaotic evil 
  hp 10; ACR 3
  DV 13; OM +3, ranged
  Special darkvision, nimble escape (as cunning action)
  Speed 1; Consumption 1
  HALF-ORC BERSERKERS 
  XP 200
  Squad of half-orc barbarian 2, chaotic neutral 
  hp 6; ACR 1
  DV 11; OM +1
  Tactics relentless brutality
  Special rage, reckless attack
  Speed 2; Consumption 1
  HALFLING SCOUTS 
  XP 200
  Squad of halfling rogue 2, lawful neutral 
  hp 4; ACR 1
  DV 11; OM +1
  Tactics withdraw
  Special sneak attack, cunning action
  Speed 1; Consumption 1
  HOBGOBLIN GUARDS 
  XP 100
  Squad of hobgoblins, lawful evil 
  hp 2; ACR 1/2
  DV 11; OM +1, ranged
  Tactics siegebreaker
  Resources improved armor, improved weapons, ranged weapons
  Special action surge, darkvision, fighting style, second wind 
  Speed 2; Consumption 2 (recruitment cost 8 BP)
  KOBOLD VANDALS 
  XP 450
  Company of kobolds, lawful evil 
  hp 11; ACR 2
  DV 12; OM +2
  Tactics dirty fighters
  Special darkvision, pack tactics, sunlight sensitivity
  Speed 2; Consumption 1
  LIZARDFOLK HUNTERS 
  XP 100
  Squad of lizardfolk, neutral 
  hp 2; ACR 1/2
  DV 10; OM +0, ranged
  Special amphibious, cannibalize
  Speed 2; Consumption 1
  ORC WARRIORS 
  XP 100
  Squad of orcs, chaotic evil 
  hp 2; ACR 1/2
  DV 10; OM +0, ranged
  Special reckless attack
  Speed 2; Consumption 1
  ORC ONSLAUGHT 
  XP 5,900
  Legion of orcs, chaotic evil 
  hp 2; ACR 10
  DV 45; OM +10, ranged
  Special charge, combat style, reckless attack
  Speed 2; Consumption 5
  SKELETON HORDE 
   
  XP 2,900
  Regiment of human skeletons, lawful evil 
  hp 31; ACR 7
  DV 19; OM +7
  Special darkvision, mindless, undead
  Speed 2; Consumption 3
  SKELETON LEGION 
   
  XP 7,200
  Legion of human skeletons, lawful evil 
  hp 62; ACR 11
  DV 21; OM +12
  Special darkvision, mindless, undead
  Speed 2; Consumption 5
  SKELETON SENTRIES 
  XP 200
  Platoon of human skeletons, lawful evil 
  hp 4; ACR 1
  DV 13; OM +1
  Special darkvision, mindless, undead
  Speed 2; Consumption 1
  SVIRFNEBLIN SPECIALISTS 
  XP 100
  Squad of svirfneblin, neutral 
  hp 1; ACR 1/2
  DV 12; OM +1, ranged
  Special  darkvision, magic resistance, natural explorer (rocky 
  terrain), spellcasting
  Speed 1; Consumption 1
  TARRASQUE 
  XP 90,000
  Solo tarrasque, unaligned 
  hp 273; ACR 26
  DV 36; OM +34, ranged
  Tactics  defensive wall, relentless brutality, siegebreaker, 
  spellbreaker, withdraw
  Special  blindsight; cannibalize;  fear;  immune to fire, 
  poison, charm, fear, paralyzed, poison; magic resistance; 
  regeneration; keen senses; siege monster; significant defense
  Speed 2; Consumption 13
  Note +4 OM due to feats and monster special abilities
  WORG PACK 
  XP 450
  Platoon of worgs, neutral evil 
  hp 10; ACR 2
  DV 12; OM +2
  Special  darkvision,  keen hearing and smell, natural explorer, 
  pack tactics
  Speed 3; Consumption 1
   
  
  64
  64
  ZOMBIE APOCALYPSE 
  XP 7,200
  Legion of zombies, neutral evil 
  hp 62; ACR 11
  DV 21; OM +12
  Special darkvision, mindless, undead
  Speed 1; Consumption 5
  ZOMBIE FEAST 
  XP 200
  Platoon of zombies, neutral evil 
  hp 4; ACR 1
  DV 13; OM +1
  Special darkvision, mindless, undead
  Speed 1; Consumption 1
  ZOMBIE HORDE 
   
  XP 1,800
  Battalion of zombies, neutral evil 
  hp 22; ACR 5
  DV 17; OM +5
  Special darkvision, mindless, undead
  Speed 1; Consumption 2
  ZOMBIE PLAGUE 
   
  XP 2,900
  Regiment of zombies, neutral evil 
  hp 31; ACR 7
  DV 19; OM +7
  Special darkvision, mindless, undead
  Speed 1; Consumption 3
  ZOMBIE UPRISING 
   
  XP 700
  Company of zombies, neutral evil
  hp 12; ACR 3
  DV 15; OM +3
  Special darkvision, mindless, undead
  Speed 1; Consumption 1
  maSS combaT QuicK RefeRence
  These mass combat rules treat armies as if they were 
  individual creatures. Instead of making 100 attack rolls for 
  each side of a battle between elves and orcs, you treat the elf 
  army as one unit and the orc army as another unit, and they 
  battle each other with just one roll each. Instead of the armies 
  taking turns attacking each other, they roll simultaneously. 
  Smaller armies have fewer individual creatures (units), larger 
  armies have more units, and the number of units directly 
  relates to how dangerous an army is.
  Every army has a commander, typically a seasoned veteran, 
  who directs the army’s actions. You can lead an army 
  yourself, making you its commander and providing bonuses 
  depending on your kingdom leadership role.
  Armies can learn different tactics, such as using reserve 
  archers, forming a defensive wall, or using dirty tricks. 
  An army can use strategies like attacking recklessly and 
  aggressively or being cautious and defensive. The army’s 
  commander decides the tactics and strategy used in battle.
  Conditions on the battlefield affect the process and 
  outcome of the battle. For example, muddy terrain slows 
  walking armies but has no effect on flying armies; night 
  combat hinders human armies but not orc armies.
  Resolving the battle consists of three phases in which 
  the commanders decide on tactics, the armies make ranged 
  attacks (if any), and the armies then close to melee range. They 
  then remain in melee until one side flees or is destroyed.
  The following summarizes the key rolls you’ll make when 
  using mass combat:
  Offense Check: d20 + Offense Modifier (OM)
  Damage Dealt: Offense check result — the defending 
  army’s Defense Value (DV)
  Morale Check: d20 + the commander’s modifiers + the 
  army’s Morale score
   
  
  65
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Legendary Games/Ultimate/Kingdoms v1.1.pdf