Building A Kingdom
Building a Kingdom – Founding a Realm
Pathfinder: Domain is a two-part game; one-part traditional Pen’n’Paper Tabletop RPG where players take direct control of their characters and play out stories within the world, and one part Kingdom-management Simulator.
One part directly effects the other and vice versa. This section deals with the creation of a Kingdom, ready to be used in the Kingdom Management part of the game. It is effectively the “Character Creation” rules for your Kingdom.
FOUNDING THE KINGDOM:
For the most part (with some minor alterations) the Kingdom Management part of Pathfinder:Domain uses the “Kingdom Building” rules as found in the Pathfinder: Ultimate Campaign book, pages 198 – 228 (All the information can be also be found in summary form on the Pathfinder SRD website ).
The creation of the kingdom is a joint project, done by all players, and as such should be done as a group. As mentioned previously, there are some alterations (and additions) to the rules presented in the Ultimate Campaign book, so for ease of use we will go over the details of how to make a kingdom from scratch here, using those rules as a template and anything you see written in bold shall be alterations/additions.
KINGDOM CREATION CHECKLIST
NOTE 1: Your new Kingdom will be built somewhere in the land that used to be Rhakor, though you will fashion it in your groups image.
NOTE 2: Domain uses the Kingdom Sheet as found on p227 of the Ultimate Campaign book and it will be uploaded to Obsidian Portal at major points in the Kingdom’s history as if it were a character. It will appear in the Characters section.
Part 1: Pre-Founding
1. Determine Sponsor:
First of all, you need to work out how the Players managed to get enough resources together to even think about starting a new community, let alone a kingdom. What follows is a list of options and the one-time effect it will have on Kingdom Creation:
- Agents of The Crown: Players are sponsored by Queen Eldeatia I of Enotia. She expects for the new Kingdom to be a colony of Enotia. BONUS: Extra start-up Capital: Sponsorship from the wealthy Kingdom of Enotia grants an extra 50,000gp in their treasury.
- Imperial Expansion: Players are charged by The Dragon Emperor to expand the borders of Omishiru. BONUS: Loyal citizenry: Citizens are particularly loyal to the Dragon Emperor and his ideals, and as such are willing to follow those chosen by him often without question. This Kingdom begins with a +5 Loyalty.
- Servants of The Elder Council: Players are sponsored by the Elder Council of Mor-Denoch, who want to expand onto the surface. BONUS: Extra building materials: The workers from Mor-Denoch bring with them large amounts of crafting resources. Upon forming the Kingdom (and only during that time) the players get +15 BP.
- Conquerors of the Blasted Lands: Players are sponsored by The Warmaster of Midian to once again delve into The Blasted Lands in his name, but this time to create a forward base of operations. BONUS: Protecting Army: The Midian War Machine expect trouble and as such have granted extra army units to the player’s group to accompany them and their labourers into The Blasted Lands in addition to any starting troops. Midian Leaders get an additional 1000 xp to spend purely on Army Units (cannot be used for anything else)
- Elemental Wayfinders: Players are sponsored by The Elemental Lords of Kajir, who wish to expand their sphere of influence beyond their floating island Kingdom. BONUS: Magical construction: Using magic to aid in the construction of their buildings, the mages of Kajir are able to use less physical resources when building. BP for creating buildings or terrain improvements is reduced by 1 BP per 10 BP cost. For example, a Mine would cost 5 BP to construct, not 6 and a Fort would cost 22 BP, not 24.
- Holy Sponsorship: Players are sponsored by The Church of Twelve to forge their own Kingdom. All they ask in return is that they spread the word of The Twelve. BONUS: Monastery: The founding settlement gets a free Monastery (p218 of Ultimate Campaign) as a free bonus building. Also the Capital gains a +2 to Stability.
- Syndicate: Players are sponsored by a group of wealthy individuals; perhaps a group of nobles or merchants or even retired adventurers who are able to front the money and manpower to aid in such an endeavor. BONUS: A Helping Hand: The sponsoring Syndicate donate a Shop and Smithy (plus staff) (see p219 of Ultimate Campaign) to the founding settlement for free as bonus buildings, and the Capital gets a +2 Economy Bonus.
- Silent Partners: Players are sponsored by a criminal organization to help form their Kingdom, far from the laws of other lands. Though they leave the players to rule the Kingdom as they see fit, they expect a return on their investment. BONUS: Whatever It Takes: The first Black Market (see p215 of Ultimate Campaign) built in the first settlement of your Kingdom costs 1/2 the listed BP cost. Also, the +2 Crime modifier to the settlement is reduced to +1.
2. Make a note of your Build Points (BP):
Before you go any further, you need to make a note of your Build Points (BP) for your new Kingdom. This amount is equal to Number of *Players x10, plus or minus any other starting modifiers. If there are less than 5 players the starting BP (before any minuses) is 50.
3. Setting Out:
Once you have decided how you got the funds together to bring order to the fallen Kingdom, its time to decide where to begin.
- Select Starting Hex: When your group first arrive in the area that used to be Rhakor, you start in one of the many outer-hexes around the map. As a group, come to a decision as to where to start, it can be any hex that does not contain water and is on the outer edge. You can, if you wish, make this where you would like your first settlement to be, but be aware THAT YOUR FIRST SETTLEMENT WILL ALSO BE YOUR KINGDOM CAPITAL. If you do wish to make this hex the location of your first settlement, you can skip ahead to “Part 2: Your First Settlement”
- Exploration for a suitable site: You can explore around the local area until you find an location you are happy with to begin construction of a settlement. Exploration can either be done as part of the role-playing experience or can be done as a Virtual Turn. Either way, exploring an entire hex for suitability will consume 1 BP from the Kingdom’s starting total. Note that this exploration counts as reconnaissance, not clearing the area of any threats or hazards, let alone preparing it for construction. Once you have found a good location, you can go onto:
Part 2: Your First Settlement
Once you have decided upon where to start your new Kingdom, you will have to build your first Settlement. To do this, follow these steps:
1. Explore & Clear A Hex: This is identical to “Step 2” under “Founding A Settlement” in Ultimate Campaign, p212. Effectively you fully explore, clear and prepare the hex for your settlement. This is much more involved than the exploring done to find it, but seeing as 1 BP has already been spent exploring, this more involved process does not cost any further BP. It can be done either in-game or as a Virtual Turn at the choice of the group.
2. Claim The Hex As Yours: Spend 1 BP to claim the hex as yours. This represents setting up a very basic infrastructure such as clearing paths, hiring patrols, setting up a tent-city and so on. This also establishes the hex as the start of your Kingdom. This takes 1 Kingdom Turn (1 month in-game time)
3. Prepare The Site For Construction: This is identical to “Step 4” under “Founding A Settlement” in Ultimate Campaign p212. See the Preparation Cost column on p214 of Ultimate Campaign for terrain alteration BP costs. A new settlement consists of 1 District, represented by the District Grid map on p216 of Ultimate Campaign. Mark the four borders on the District Grid as land or water, as appropriate. This takes 1 Kingdom Turn (1 month in-game time)
4. Construct Your First Buildings: Construct your starting building and pay the associated BP cost (see pages 215-120 of Ultimate Campaign). This building can be an Inn, Shrine, Monastery or Watchtower.
In addition you may also construct 1 House, Mansion, Noble Villa or Tenement. If your starting Building is an Inn you must construct a House or Tenement next to it. You may construct other buildings if you wish (and in some cases you may receive bonus buildings), but a minimum of two must be built to consider it a settlement. This takes 1 Kingdom Turn (1 month in-game time)
Lastly, in your first settlement (and only that settlement) you gain a Fortress for free, at no BP Cost. However, this is a large building and takes 3 Kingdom Turns to complete.
5. 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.
Which alignment you choose alters your Kingdom’s starting ability scores and should be agreed upon by the whole group:
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).
6. Choose Leadership Roles. Assign the leadership roles for all PCs and NPCs involved in running the kingdom, such as Consort, General, and High Priest. The leadership roles provide bonuses on checks made to collect taxes, deal with rioting citizens, and resolve similar issues. NOTE: The Role of “Leader” is an NPC role, as defined by the GM.
Information on all the various roles can be found under “Leadership Roles” on the Pathfinder SRD website or can be found on p201 – 204 of Ultimate Campaign.
7. Start Your Treasury. The build points (BP) you have left over from starting your first settlement make up your initial Treasury.
8. 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. Your choice of starting sponsors might also affect this. NOTE: Your first Settlement has a size of 1.
9. Name Your Kingdom: As a group, come to a decision as to the name of your new fledgling Kingdom. As rulers, your characters, the settlers who came with you and any children born within your Kingdom will become citizens of your Kingdom.