Evil Run Amok
Creating a Kingdom
A kingdom’s alignment affects its statistics, so choose your kingdom’s alignment carefully.
Lawful Good: +2 bonus on Economy & Loyalty checks.
Goods: +4 bonus on Loyalty checks.
Unaligned: +4 bonus on Stability checks.
Evil: +4 bonus on Economy checks.
Chaotic Evil: +2 bonus on Economy & Loyalty checks.
Size: The number of hexes your kingdom comprises. This number affects a kingdom’s Consumption and its Control DC. Your kingdom is Barony if it’s size is 1–20, it is a Duchy if its size is 21–80, and is finally a true kingdom once it’s size is 81 or higher. A kingdom’s Control DC is 20 + its size; this value is the DC you’ll be rolling against most often with your kingdom’s Economy, Stability, and Loyalty checks.
Population: A kingdom’s population is equal to its size × 250 (x25 for elven and halflings) + the total population of each of its settlements.
Stability, Economy, and Loyalty: These three values are analogous to Skill Checks. You make Stability checks during a kingdom’s Upkeep phase to determine whether it remains secure. You make Economy checks during a kingdom’s Income phase to determine how much its treasury increases. You make Loyalty checks to keep the public peace. A kingdom’s initial scores in all three of these categories is 0 + the kingdom’s alignment modifiers. A natural 1 is always a failure for these checks, and a natural 20 is always a success.
Unrest: A kingdom’s Unrest value indicates how rebellious its people are. A kingdom’s Unrest score is applied as a penalty on all Stability, Economy, and Loyalty checks. If a kingdom’s Unrest is above 10, it begins to lose control of hexes it has claimed. If a kingdom’s Unrest score ever reaches 20, it falls into anarchy. While in anarchy, a kingdom can take no action and treats all Stability, Economy, and Loyalty check results as 0. Restoring order once a kingdom falls into anarchy typically requires a number of quests and lengthy adventures by the kingdom’s would-be leaders. Unrest can never go below 0—adjustments that would normally reduce Unrest lower than 0 are wasted.
Consumption: A kingdom’s prosperity is measured by the Build Points (abbreviated BP) in its treasury, and its Consumption indicates how many BP it costs to keep the kingdom functioning. If a kingdom is unable to pay it’s Consumption, its Unrest increases by 2. A kingdom’s Consumption is equal to its size plus the number of settlement districts it contains plus adjustments for edicts, armies and some buildings minus 2 per farmland, -3 per improved farmland (requires Duchy), or -4 per estate (requires Kingdom).
Treasury: As your kingdom earns money, favors, resources, and power, its Build Point total increases.
Edicts (promotions, taxes, and festivals) increase your kingdom’s Stability, Economy, and Loyalty scores. Promotions can include recruitment, advertisements, and even propaganda campaigns (required to muster military units (mercenaries can be hired at any time if you own the prerequisite buildings). Taxes are payments gathered from a kingdom’s citizens to help pay for Consumption. Festivals, which can also include parades and other public events, can increase the kingdom’s happiness and loyalty.
Some hexes do more than just add size to a kingdom— they also add resources and impact a kingdom’s Stability, Economy, Loyalty, and other elements.
Bridge: A bridge hex negates the cost increase of building a road that crosses a river.
Building / Ruins: If you establish a settlement in a hex at a building location, you can incorporate the building into the settlement as a free building. A ruin can be incorporated into a settlement as a building, doing so halves the cost of the building. The ruin only needs to be repaired rather than having to be built from the ground up.
Cave: Caves can be used as defensive fallback points, storage, or even guard posts or prisons. A cave hex increases a kingdom’s Stability by 1.
Landmarks: Landmarks are sites of great pride, mystery, and wonder. They serve well to bolster a kingdom’s morale. A landmark hex increases a kingdom’s Loyalty by 1.
Road/River: A hex with a road or river in it allows for much easier travel. For every four road / river hexes your kingdom controls, the kingdom’s Economy increases by 1. For every eight road / river hexes your kingdom controls, its Stability increases by 1.
Settlements: Claiming a settlement hex is an excellent way to add a fully functional community to a kingdom. In order to claim a settlement hex that is willing, the annexing kingdom must make a Stability check (DC = Command DC) and spend BP equal to the settlements consumption +2d4 BP. Failure prevents the annexation while radicals and upstarts in the settlement increase your kingdom’s Unrest score by 2d4. If the settlement is hostile all enemy units must be defeated first. Once the settlement has been occupied for one month, you may try to annex the settlement but increase the Stability DC by the Defense Modifier of the settlement (any defense modifier reduced by siege equipment does not repair while a settlement is occupied) and an additional +1 per each city blocked pillaged. If you succeed in annexing a hostile settlement you gain one or more of the following events, either Bandit Activity, Food Shortage, or Sensational Crime. Roll a d6: 1-4 = 1, 5 =2, 6 = all 3. If leaders of defeated units were captured, there is a 5% chance that leader was kept in this settlement and is now rescued. If this was the enemies last settlement then all captured leaders are assumed rescued.
Resources: Resources include particularly valuable sources of lumber, metal, gems, food, or the like. A resource hex increases a kingdom’s Economy by 1.
A healthy kingdom has leaders filling a number of different roles. Each leader grants the kingdom different benefits; leaving a role unfilled can penalize the kingdom. In order for a Leadership role to grant its bonus, the character in that particular role must spend at least 1 week per month engaged in various leadership duties (during which time the PCs must be located within a hex that is part of their kingdom). A single PC or NPC can only occupy one leadership role at a time.
The ruler is the primary leader of the kingdom. Unlike the other leadership roles, a ruler uses one of three distinct titles, depending on the current size of the kingdom. For a kingdom of size 1–20, its ruler is known as a baron or baroness. For a kingdom of size 21–80, its ruler is known as a duke or duchess. A kingdom of size 81 or higher is ruled by a king or queen.
Benefit: A baron or baroness chooses one of a nation’s statistics (Economy, Loyalty, or Stability) and modifies that score by a value equal to the character’s Charisma modifier. A duke or duchess chooses two of these values to modify. A king or queen modifies all three values.
Vacancy Penalty: A kingdom without a ruler cannot claim new hexes, create farmlands, build roads, or purchase settlement districts. Increase Unrest by 4 during each Upkeep phase in which the kingdom has no ruler.
Special: Two characters can fill this role if they become married, in which case the two rulers can jointly command the kingdom. Both rulers apply their Charisma modifiers to the kingdom’s Stability, Economy, and Loyalty checks as appropriate for their rank, and as long as one of the two rulers is present for 1 week per month, they avoid the vacancy penalty.
The councilor ensures that the will of the citizenry is represented.
Benefit: Increase Loyalty by a value equal to the Councilor’s Wisdom or Charisma modifier.
Vacancy Penalty: Decrease Loyalty by 2; the kingdom cannot gain benefits from festivals. Increase Unrest by 1 during each Upkeep phase in which the kingdom has no Councilor.
The General commands the kingdom’s armies and is a public hero.
Benefit: Increase Stability by a value equal to the General’s Strength or Charisma modifier.
Vacancy Penalty: Decrease Stability by 4.
The Grand Diplomat oversees international relations.
Benefit: Increase Stability by a value equal to the Grand Diplomat’s Intelligence or Charisma modifier.
Vacancy Penalty: Decrease Stability by 2; the kingdom cannot issue Promotion Edicts.
The high priest guides the kingdom’s religious needs and growth.
Benefit: Increase Stability by a value equal to the High Priest’s Wisdom or Charisma modifier.
Vacancy Penalty: Decrease Stability and Loyalty by 2. Increase Unrest by 1 during each Upkeep phase in which the kingdom has no High Priest.
The Magister guides a kingdom’s higher learning and magic.
Benefit: Increase Economy by a value equal to the Magister’s Intelligence or Charisma modifier.
Vacancy Penalty: Decrease Economy by 4.
The Marshal helps organize patrols and enforces justice in rural and wilderness regions.
Benefit: Increase Economy by a value equal to the Marshal’s Dexterity or Wisdom modifier.
Vacancy Penalty: Decrease Economy by 4.
The Royal Headsman can serve as a public executioner, a headsman, or a shadowy assassin.
Benefit: Increase Loyalty by a value equal to the Royal Assassin’s Strength or Dexterity modifier. Fear inspired by the Royal Assassin reduces Unrest by 1 during each Upkeep phase.
Vacancy Penalty: A kingdom without a Royal Assassin suffers no vacancy penalty.
The Spymaster observes the kingdom’s underworld and criminal elements and spies on other kingdoms.
Benefit: Increase Loyalty, Economy, or Stability (Spymaster’s choice) by a value equal to the Spymaster’s Dexterity or Intelligence modifier. The Spymaster can change which value he modifies during the kingdom’s Improvement phase (but only once per phase).
Vacancy Penalty: Reduce Economy by 4 because of out-of-control crime. Increase Unrest by 1 during each Upkeep phase in which the kingdom has no Spymaster.
The Treasurer organizes tax collection, and manages the treasury.
Benefit: Increase Economy by a value equal to the Treasurer’s Intelligence or Wisdom modifier.
Vacancy Penalty: Reduce Economy by 4; the kingdom cannot collect taxes.
The Warden leads the kingdom’s defense and city guards.
Benefit: Increase Loyalty by a value equal to the Warden’s Strength or Constitution modifier.
Vacancy Penalty: Reduce Loyalty by 4 and Stability by 2.
The greatest asset of any kingdom are its settlements, for it is here that the bulk of a kingdom’s citizens live, its armies train, its culture develops, and its future is forged.
Reading the Grid
The settlement grid consists of 36 settlement blocks, each arranged into nine larger squares. Each block is separated by alleys, while each square is separated by streets. The nine squares themselves are in turn bordered by four sides—each side represents a border to the entire settlement district. A district border can represent a city wall, a river, a lake or ocean shore, a cliff, or merely the transition from one settlement district into another. For larger cities, you can prepare multiple districts sharing common borders.
As the PCs build structures and locations, they can place cut-out representations of their buildings into these settlement blocks, eventually creating a visual representation of their completed settlement.
Preparing the Site
Once you select a location for your settlement (which must be in a hex you have explored and cleared), you must pay to have the site cleared and prepared to support the settlement’s roads and buildings. Once you finish preparing the site, decide which of the district’s borders are water (in the form of riverbanks, lakeshores, or seashores) or land. Record these choices at each border on your settlement grid. In addition, adding a settlement district to a kingdom increases its Consumption by 1.
The Settlement Grid in Play
You can use your settlement grid to aid in resolving encounters or adjusting kingdom or settlement statistics.
Destroyed Blocks: If an event destroys one or more blocks, the devastation causes +1 Unrest per destroyed block. The cost to build the replacement structure is halved if the replacement is the same type of structure as the one that preceded the destruction.
Settlement Grid Scale: Although combat encounters in a settlement should still be played out normally, you might need to determine how long it takes for someone to travel from one location to another in the settlement in the case of multiple encounters. In this case, treat each settlement block as if it were a 750-foot square—this means that an entire settlement district is about 1 square mile in size.
When using these rules to build a settlement, the settlement’s base value starts at 200gp. It increases as you construct certain buildings, like shops and marketplaces.
Building A Settlement
Once you’ve prepared your settlement district, you can start to build. The placement of buildings in your district is left to you, but two-block and four-block structures cannot be split up (although they can span streets). When you decide to place a building, you can use the cut-out icon for the appropriate type of structure and affix the building where you wish in your settlement grid. It takes 1d4 months per square to construct a building its benefits apply after completion so plan accordingly.
Population: A settlement’s population is equal to the number of completed blocks within its districts × 50. A settlement grid that has all 36 blocks filled with buildings has a population of 1,800. An elven or halfling settlement has a base population equal to 1/10th the population of a human settlement. The settlement must have 70% or more of the appropriate race to be a specific type of settlement.
Defensive Modifier: A settlement’s Defensive Modifier can be increased by building certain structures (such as city walls) and has an impact on mass combat. Your defensive modifier is added to each unit that is fortified within a settlement or structure that has a defensive modifier. If the defensive fire has been reduced by siege engines, each week the fortification is not besieged the defensive modifier will increase by one, up to it’s original value. This pace can be increased by spending 1 BP per 2 extra defensive modifier per week.
Adding buildings to a settlement is one of the most efficient ways to enhance your kingdom’s statistics, as each block of buildings added to a settlement in your kingdom grants a specific bonus. Descriptions of each of these buildings, as well as the bonuses it provides once it’s added to a settlement, are listed below. The building’s BP cost and any prerequisite buildings that must be built first are listed in parentheses after its name. The building’s benefit to the settlement and kingdom once it is constructed is listed last. If a building affects Unrest, it does so only once, when it is first constructed.
A fair amount of additional residential structures are common amid most one- and two-block structures.
During a kingdom’s Upkeep phase, take the following actions. If your kingdom currently controls 0 hexes, skip this phase and proceed to the Improvement phase.
Step 1—Determine Kingdom Stability: Make a Stability check against your Command DC to determine your kingdom’s level of security for the month. If you make the check, reduce your kingdom’s Unrest by 1 (if your Unrest is at 0, gain 1 BP as a result of surplus goods and services). If you fail this check by 5 or more, increase Unrest by 2.
Step 2-Manage Army: At this time a unit may break up into smaller units if there are sufficient leaders to support the units, or smaller units may combine into larger units as long as they are the same type of unit. Determine which units have remained in reserve and add their consumption to the kingdom’s consumption.
Step 3—Pay Consumption: Deduct your kingdom’s Consumption from the kingdom’s Treasury BP. If you aren’t able to pay for the month’s Consumption, your kingdom’s BP drops into the negative. Every time your Upkeep phase ends with negative BP in your Treasury, your kingdom’s Unrest increases by 2.
Step 4—Unrest: If the kingdom’s Unrest is 11 or higher, it loses one hex chosen by the kingdom’s leaders. Any improvements in that hex (farmlands and roads) are lost and must be rebuilt after the hex is reclaimed. Any settlements in that hex become independent towns that must be annexed if they are to be reclaimed into the kingdom.
During a kingdom’s Improvement phase, take the following actions. The number of improvements you can make during a single phase is limited by your kingdom’s size; see the Improvements per Month table for these limits.
Step 1—Select Leadership: Assign leaders to any vacant leadership roles. Leaders must be PCs or closely allied NPCs. You can change leaders as often as you want with no impact on your nation’s statistics (apart from changing what bonuses apply, as the ability scores of leaders differ).
Step 2—Claim Hexes: To claim a hex, you must explore it and clear it of monsters or dangerous hazards; the hex must also be adjacent to a hex that is already part of the kingdom (with the exception of the first hex, which can be anywhere). At this point, you can claim the hex as part of the kingdom by spending 1 BP. Increase your kingdom’s size (and thus its Consumption) by 1 for each hex you claim. You can abandon a hex to reduce your kingdom’s Size. Doing so increases Unrest by 1 (or by 4, if the abandoned hex contained a settlement).
Step 3—Establish and Improve Cities or Muster Units: Prepare land for settlement districts and then purchase new buildings and pay for current constructions for your kingdom’s settlements. The building’s adjustments to your nation apply when completed. You can also destroy buildings at this time in order to clear a space to build something new; if you destroy a building, don’t forget to remove its benefits from your kingdom’s statistics! Instead of constructing a new building you may muster a military unit instead.
Step 4—Build Roads: Roads have an immediate initial cost but over the long term can pay for the investment handsomely. It costs 1 BP to build a road though a hex. This cost increases to 2 BP in forests or hills, and to 4 BP in swamps and mountains. If there is a river in the hex, a bridge must be built; this doubles the road’s cost.
Step 5: Establish Farmlands: You can develop any grassland or hill hex that contains roads or a river that flows to a city into farmlands to help sustain your kingdom’s Consumption. It costs 2 BP to designate a grassland hex as farmland and 4 BP to designate a hill hex as farmland. For 1 BP you can instead increase a farm to an improved farm (requires Duchy, size 21-80), or increase an improved farm to an estate for 1 BP (requires Kingdom, size 81+). You cannot build a settlement on a farmland hex. Every farmland hex in your kingdom reduces your Consumption by 2 BP. To designate a forest hex as farm land requires to either be adjacent to an elven settlement or the forest be removed, it costs 1 BP per month and requires 6 months to clear. If in any month the 1 BP cannot be paid or if some other reason stops work on the forest, the process must be started from the beginning. After the hex is deforested the farmland can be established based on the underlying terrain.
Step 6: Edicts: Pick or adjust your edict levels as you wish.
During a kingdom’s Income phase, take the following actions.
Step 1—Deposits: You can add funds to a kingdom’s treasury by donating coins, gems, jewelry, weapons, armor, magic items, and other valuables you find while adventuring. For every full 2,000 gp in value of the deposit, increase your kingdom’s BP by 1.
Step 2—Withdrawals: You can also withdraw funds from the kingdom’s treasury, but doing so runs the risk of annoying the citizens. Each time you withdraw funds, the kingdom’s Unrest increases by 1. In addition, you must make a Loyalty check (DC = Command DC + number of BP being withdrawn); a failure causes your kingdom to gain Unrest equal to the total BP withdrawn. Each BP withdrawn in this manner converts into 2d6x100 gp. The conversion is not exact since a BP represents everything from ordinary gp from taxes to the labor that helps clear farmland.
Step 3—Generate Income: Sack occupied settlements and loot defeated military units. Total all defeated military unit’s consumption and receive 20% (round down)in BP. If you choose to sack a settlement you divide the settlement’s economy score by 5 (round down) +1 BP for each building pillaged/destroyed (making it harder to annex that settlement). If mercenaries are part of your looting army they keep a percentage of the loot they pillage equal their size compared to the overall army. Finally, make an Economy check against your Control DC at the end of your Income phase. If you’re successful, divide your result as determined by taxation edict (dropping any fractions) and increase your Treasury’s BP by that amount.