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Kingmaker Adventure Path / Appendix 2: Kingdoms / Settlements / Founding a Village

Step 2: Establish your Village

Source Kingmaker Adventure Path pg. 542
You must first Clear the Hex to prepare it for your village. Since Clear Hex is a Region activity that can only happen during Step 2 of the activity phase of a Kingdom turn, and Establish Settlement is a Leadership activity that can only happen during Step 1, you have to wait until the Kingdom turn after you Clear the Hex to actually found the settlement. This simulates the time that it takes to prepare, such as setting up temporary quarters or tent cities, digging sanitation trenches, gathering materials, and managing all the other small tasks to get things ready to build.

If your hex contains lake, river, or swamp terrain, you may choose which of its borders are Land Borders and which are Water Borders (see Urban Grid Borders). On the Urban Grid, check the “Water” box next to as many of its borders as you like; you cannot change this decision later.

If your hex contains Ruins or a Structure, you can incorporate that building into your settlement at a reduced cost (for Ruins) or for free (for Structures). The exact type of structure is indicated in that hex's encounter text in Chapter 2—the GM has full information about these structures and ruins and how they can impact settlements.