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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 minor scrolls or wondrous items, 2 medium scrolls or wondrous items

Settlement Lore +2, Productivity +1, Society +2; increase Lore bonus by 2 for questions relating to one Knowledge or Profession skill

An institution of higher learning.

ALCHEMIST 18 BP, 1 LOT

Kingdom Economy +1

Limit Adjacent to 1 House

Special Base value +1,000 gp

Magic Items 1 minor potion or wondrous item

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

Special Base value +2,000 gp

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 minor scrolls or wondrous items

A center for artistic learning. Education in a Bardic College also includes research into a wide-range of historical topics.

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 Base value +2,000 gp

Magic Items 2 minor items, 1 medium item, 1 major 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 minor items, 2 medium 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 Promotion edicts

Magic Items 3 minor potions or wondrous items, 2 medium potions or wondrous items

Settlement Law +2

The focal point of the settlement’s spiritual leadership.

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 one side 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.

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 minor ring, wand, or wondrous 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 on page 232) 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

Special Base value +1,000 gp

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 minor potion or wondrous item

The workshop and home of a gardener, healer, or poisoner.

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

Special Base value +500 gp

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

Special Base value +2,000 gp

Magic Items 2 minor rings, wands, 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

Special Base value +2,000 gp

Magic Items 4 minor wondrous items, 2 medium wondrous items, 1 major wondrous item

A shop that specializes in magic items and spells.

MAGICAL ACADEMY 58 BP, 2 LOTS

Kingdom Economy +2; Fame +1

Discount Caster’s Tower, Library, Magic Shop

Magic Items 3 minor potions, scrolls, or wondrous items; 1 medium potion, scroll, or wondrous item

Settlement Lore +2, Society +1; increase Lore bonus by 2 for questions relating to Knowledge (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

Special Base value +2,000 gp

Magic Items 2 minor wondrous 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 on page 237)

Magic Items 1 minor armor, shield, or weapon; 1 medium 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.

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 Knowledge (history); apply Lore bonus on Appraise checks regarding 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 10,000 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.

OBSERVATORY 12 BP, 1 LOT

Kingdom Stability +1

Magic Items 1 minor 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 Base value +1,000 gp; you may make two special edicts per turn (see page 229), 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

Special Base value +1,000 gp

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

Special Base value +500 gp

Settlement Productivity +1

A general store.

 SHRINE 8 BP, 1 LOT

Kingdom Loyalty +1, Unrest –1

Upgrade To Temple

Magic Items 1 minor potion, scroll, or wondrous 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.

STABLE 10 BP, 1 LOT

Kingdom Economy +1, Loyalty +1

Limit Adjacent to 1 House, Mansion, or Noble Villa

Special Base value +500 gp

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

Special Base value +500 gp

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 minor 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

Special Base value +500 gp

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 minor scrolls or wondrous items, 2 medium scrolls or wondrous items Settlement Lore +4, Society +3; increase Lore bonus by 4 for questions relating to one Knowledge or Profession skill

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 Base value +4,000 gp; halves Loyalty penalty for Taxation edicts

Magic Items 2 minor wondrous items, 1 medium wondrous item, 1 major wondrous 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.