Hex improvements: * = Cannot share a hex with another improvement with * (Q) = Benefits from Quarries (L) = Benefits from Logging Mills
Aqueduct (Q) 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: Stability +1, Loyalty+1 (eliminating lack of water penalties essentially), allows settlement to build water-dependent buildings. Cost: As a Road, except the cost is not doubled for hexes with rivers (see Table 4–6: Terrain and Terrain Improvements on page 214). • Prerequisites: Settlement must have a water shortage penalty in order to gain the benefits.
Bridge (Q) 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 (Q) A Canal is an artificial waterway that allows barge traffic to haul heavy commodities. Terrain: Desert, hill, or plain. Must connect between two bodies of water. 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 4–6: Terrain and Terrain Improvements on page 214).
Farmland* You can develop farmlands to help sustain your kingdom's consumption. • Costs and Benefit: It costs 2 BP to build farmland in a grassland hex and 4 BP in a hill hex. Every farmland hex in your kingdom normally reduces your kingdom's consumption by 2 (or by 1 during winter months). You can sell any excess Farm / Fishery production at a rate of 1 BP per 4, or 1 per 2 during winter. • Prerequisites: Farmlands can be built in any grassland or hill hex.
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 (Q) A structure that protects strategic points. It can also serve as a garrison for an army in the field (reducing army maintenance costs). • Costs and Benefits: It costs 24 BP to build a Fort. A fort gives stability modifier +2 and reduces unrest by 1. • Prerequisites: Forts can be built in any hex containing a road or river. • Special: If attacked, forts have a defense modifier of +4. If a town is built in a hex with a fort, the town automatically gains a guard tower and palisade wall. A Watchtower can be upgraded to a fort for 12 BP.
Highway (Q) 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 (Pathfinder RPG Core Rulebook 172). Cost: Twice the cost of a Road (see Table 4–6: Terrain and Terrain Improvements on page 214).
Knight's Estate (Q) You can establish estates to support knights or other military retainers pledged to your service. • Costs and Benefit: It costs 8 BP to build a knight's estate in a grassland hex and 10 BP in a hill hex. For each estate in your kingdom, increase your stability modifier +1. • Prerequisites: Estates can be built in any grassland or hill hex with farms. Requires a willing vassal. • Special: Estates negate the consumption reduction the farmland in the hex provides. Estates can provide elite armies to your kingdom that do not require as much outside support. Rules for raising and maintaining armies are beyond the scope of this ruleset, but will be provided later.
Logging Camp* (W) You can establish logging camps in forests to supply your kingdom with timber. A logging camp is situated in a single hex, but it supports logging in adjacent hexes. • Costs and Benefit: It costs 6 BP to build a logging camp. 1 BP discount for any single wood-based development, ship or building per month. A development can be up to halved in cost this way. • Prerequisites: Logging camps can only be built in forest hexes with a road or river, requires 4 adjacent woods hexes and may not be adjacent to another Logging camp.
Mine* You can establish mines in hills or mountains to supply your kingdom with base metals such as iron, tin and copper. • Costs and Benefit: It costs 9 BP on the hills and 12 BP on the mountains to build a mine. Each generates automatic income of 1-5 BP. • Prerequisites: Mines can only be built in hill or mountain hexes with a road or river. A hex must be
assayed by a person with at least +5 Knowledge (Engineering) or Profession (Miner) (DC25) to determine whether it is suitable for a mine. Only about 20 percent of the hill or 30 % of the mountain hexes in the Stolen Lands are suitable. Mine Resources Table: (D100) Resource
Hill %
Mountain %
Adamantine (5 BP)
-
1
Mithril (4 BP)
-
2-3
Gold (3 BP)
1-2
4-6
Silver (2 BP)
3-5
7-10
Base (1 BP)
6-20
11-30
Orchard / Vineyard* You can grow fruit for your kingdom in orchards and grapes for wine in vineyards. • Costs and Benefit: It costs 6 BP to plant an orchard. Each orchard increases your economy modifier by +1. On a hex with a special fruit or berry resource, the orchard additionally generates automatic income of 1 BP. • Prerequisites: Orchards can only be planted in hexes with a road or river. • Special: An orchard planted at the site of an existing bee yard only costs 3 BP.
Quarry* You can establish quarries in hills or mountains to supply your kingdom with stone. • Costs and Benefits: It costs 8 BP to build a quarry. Each quarry gives you a 1 BP discount for any single stone-based development or building per month. A development can be up to halved in cost this way • Prerequisites: Quarries can only be built in hill or mountain hexes with a road or river. A hex must be assayed by a person with at least +5 Knowledge (Engineering) or Profession (Miner) to determine whether it is suitable for a quarry. Only about 5 percent of the hill hexes and 50 percent of the mountain hexes in the Stolen Lands are suitable.
Peat Cutting* You can cut peat in swamps to supply your kingdom with fuel. • Costs and Benefit: It costs 9 BP to build a peat cutting area. Each peat cutting generates automatic income of 1 BP. • Prerequisites: Peat can be cut only in swamp hexes with a road or river, and cannot be adjacent to another peat cutting. A hex must be assayed by a person with at least +5 Knowledge (Nature) or Profession (Miner) to determine whether it is suitable for a peat cutting. Only about 10 percent of the swamp hexes in the Stolen Lands are suitable.
Road You can build roads to speed communications throughout the kingdom, improving its economy and stability.
• Costs and Benefits: It costs 1 BP to build a road though a plains or hex. This cost increases to 2 BP in forests, 3 BP in hills and to 4 BP in swamps and mountains. If the road crosses a river, a bridge must be built—this doubles the road's cost unless there is already a bridge in the hex. For every 4 road hexes your kingdom controls, the economy modifier increases by +1. For every 8 road hexes your kingdom controls, the stability modifier increases by +1. • Special: Roads can be built in the same hex as other hex improvements. Roads also decrease travel time in your kingdom (as per normal Pathfinder rules).
Town Towns can host a variety of improvements that make your kingdom more sophisticated and effective. Your kingdom can, but does not need to, designate a town as its capital. • Costs and Benefits: It costs 2 BP to build a town in a grassland hex; 4 in a hills hex; 6 in a forest hex; 8 in a swamp hex; and 12 in a mountain hex. • Special: Town improvements can be built in towns for additional costs and benefits. The town's population affects the ability of PCs to buy and sell magic items and other services in the town; see the Town Characteristics table.
Watchtower (Q) A sturdy structure that serves as a guard post and lookout for danger. • Costs and Benefits: It costs 12 BP to build a watchtower. A watchtower gives stability modifier +1. • Special: If attacked, watchtowers have a defense modifier of +2. If a town is built in a hex with a watchtower, the town automatically gains a guard tower (and the watchtower is removed).
Towns and town improvements: Academy 42 BP, 2 Lots, Town, Pop 100
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. Aerie 12 bp, 1 lot, Town, Pop 10
Kingdom Stability: +1 Special: Defense: +1
Special: +2 bonus to Stability checks against Monster Attacks involving flying creatures A specialized tower suitable for raising and training hunting and message birds as well as stabling flying mounts. Alchemist 16 BP, 1 Lot, Town, Pop 10
Kingdom Economy +1/2 Limit Adjacent to 1 House Special Base value +1,000 gp Magic Items 2 minor, 1 medium potions The laboratory and home of a crafter of poisons, potions, or alchemical items. Arena 40 BP, 4 Lots(Q) , City, Pop 100
Kingdom Economy +2/+3, Loyalty +1/+2; 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. Assembly 30 bp, 2 lots, City, Pop 50
Kingdom Economy: +1/+2, Loyalty +1, Stability +1, Fame +1 Limit: 1 per city Settlement Corruption: +1, Law +1, Society +2 Special: When you issue an Improvement Edict, you can build one additional building in a city with an Assembly or one additional terrain improvement in a hex containing that city or adjacent to it. A conclave of representatives from all sectors of society, including representatives from guilds, religious orders, civil authorities, allowing all factions a voice in governance. Bank 36 BP, 1 Lot (Q), , City, Pop 10
Kingdom Economy +2, Stability +2
Special Base value +2,000 gp A secure building for storing valuables and granting loans. Bardic College 40 BP, 2 Lots City, Pop 50
Kingdom Economy +1, Loyalty +3; 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 18 BP, 1 Lot (Q) , Village, Pop 20
Kingdom Loyalty +1, Stability +1 Upgrade to Garrison Special Defense +2 Settlement Law +1 A building to house conscripts, guards, militia, soldiers, or similar military forces. Baths 8 bp, 1 lot (Q) , Town, Pop 20
Kingdom Loyalty +1 Limit: Adjacent to a Waterway or water border. This requirement can be ignored by doubling the construction cost of the Baths. Settlement Society +1, Economy +1 A public building for bathing, often with hot running water and mineral soaks, sometimes heated by furnaces and other times by natural hot springs. Black Market 36 BP, 1 Lot, City, Pop 20
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. Bordello 12 bp, 1 lot, Town, Pop 20
Kingdom: Economy +1, Loyalty +1 Settlement: Corruption +1, Crime +1, Society +1; Infamy +1 per 3 Bordellos or Gambling Dens Special: Each Bordello causes a -1 penalty to Stability checks to resist Drug Den and Plague events. A place where carnal entertainments can be had, including lurid performances as well as personal services. Brewery 8 BP, 1 Lot (W), Village, Pop 20)
Kingdom Loyalty +1 A building for beer brewing, winemaking, or some similar use. Bridge 6 BP, 1 Lot (Q) (W) Town
Kingdom Economy +0/+1 Special Shares the space with a river or Waterway lot Allows travel across a river or Waterway, easing transportation. Brickyard 16 bp, 2 lots (Q) Village, Pop 50
Kingdom: Economy +1/+1 per adjacent quarry Settlement: Productivity +1 Special: adjacent Quarries generate an extra discount of 0.5 BP for stone buildings. An industrial center for cutting and shaping stone, grinding gravel, and firing bricks for construction. Bureau 10 BP, 2 Lots, City, Pop 20
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 24 BP, 1 Lot (Q) (W) Town, Pop 10
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 (Q), Town, Pop 200
Kingdom Loyalty +2, Stability +3, Unrest –2; 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 (Q) City, Pop 100
Kingdom Loyalty +4, Stability +2, Unrest –2; 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 10 BP, 1 Lot (Q) Town
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 (Q) Village
Kingdom Stability +1 (once fully enclosed) 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. Colossus 60 bp, 4 lots (Q) Metropolis
Kingdom: Economy +1, Loyalty +5, Stability +1, Fame +1, Discount: Lighthouse, Monument, Observatory, Park Limit: 1 per settlement Settlement: Law +2 Special: When your armies in the same hex as a settlement with a Colossus, they gain a +1 bonus to Morale; if they are inside the city, they gain a +2 bonus. A Colossus can share the same space as a Lighthouse or Observatory (but not both). A towering edifice of stone and burnished metal displays your power to the world. A Colossus may be a great statue, obelisk, tower, pyramid, mausoleum, triumphal arch, or nearly anything else; all that is required is superior craftsmanship, titanic proportions, and grandiose civic pride. Courthouse 20 bp, 1 lot Town, Pop 20
Kingdom: Loyalty +1 Stability +1 Discount: Jail Settlement: Corruption -1, Crime -1, Law +2 A hall of justice, for hearing cases and resolving disputes by the rule of law. Crematorium 4 bp, 1 lot (Q) Town, Pop 10
Kingdom: Unrest -1 (if appropriate) Limit: Adjacent to Dump or Graveyard Special: +2 bonus to Stability checks against Plague events or Monster Attacks involving undead
A specialized furnace building primarily used for burning the dead into ash, though also used for incineration of refuse. Dance Hall 20 BP, 1 Lot Village, Pop 30
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, Town, Pop 10
Kingdom Economy +0/+1 Limit Cannot be adjacent to House, Mansion, or Noble Villa A centralized place to dispose of refuse. Everflowing Spring 15 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 8 BP, 1 Lot ,Town, Pop 10
Kingdom Economy +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, City, Pop 100
Kingdom Economy +5, 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 (Q) ,Town, Pop 50
Kingdom 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 (Q) ,Town, Pop 200
Kingdom Loyalty +1, Stability +2, Unrest –1 Discount City Wall, Granary, Jail Upgrade From Barracks Special Defense +3 A large building to house armies, train guards, and recruit militia. Gambling den 12 bp, 1 lot ,Town, Pop 20
Kingdom: Economy +2, Unrest +1 Limit: Adjacent to 1 House Settlement: Corruption +1, Crime +1 Special: Base value +500 gp; Infamy +1 per 3 Bordellos or Gambling Dens Special: Each Gambling Den causes a -1 penalty to Stability checks to resist Drug Den events. Magic Items: 1 magic item (roll d% to determine type: 01-80, minor item; 81-98, medium item; 99-100, major item) An illicit place for games of skill and chance, wagering all manner of stakes. Granary 12 BP, 1 Lot (Q) Village
Kingdom Loyalty +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 8 BP, 1 Lot (Q) Village
Kingdom Loyalty +1 A plot of land to honor and bury the dead. Guildhall 34 BP, 2 Lots ,Town, Pop 100
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. Hanging gardens 48 bp, 4 lots, Metropolis, Pop 20
Kingdom: Economy +2, Loyalty +4, Fame +1, Unrest -2 Discount: Menagerie, Monument, Park, Sacred Grove Limit: 1 per settlement Settlement: Lore +1, Society +2 Special: Reduces Consumption in the city by 1 A magnificent set of urban gardens, arboretums, and conservatories for the enjoyment of the nobility and common folk alike, containing both decorative and edible plants as well as elaborate public artworks, statuary, and water features. Herbalist 10 BP, 1 Lot (W) Village, pop 10
Kingdom Loyalty +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, City, Pop 100
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 (Q) (W) , Village, Pop 50
Kingdom Unrest -1 (if upgrading from Tenement or solving a housing problem) 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. Hunting Lodge (W) 16 bp, 2 lots (W) ,Village, Pop 50
Kingdom: Economy +1/ +1 per extra 2 adjacent woods hexes Limit: Settlement in a woods hex and adjacent to at least 2 woods hexes. Special: Reduce consumption by 1 for every 3 adjacent woods hexes. A hunting lodge supports and centralizes hunting and pelt production from a large area of woods. Inn 14 BP, 1 Lot (W) ,Village, Pop 30
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 20 BP, 1 Lot (Q) ,Village, Pop 50
Kingdom Stability +2, Unrest –2 (First Jail possibly) Settlement Crime –1, Law +1
A fortified structure for confining criminals or dangerous monsters. Library 8 BP, 1 Lot ,Village, Pop 10
Kingdom Loyalty +1 Upgrade to Academy Settlement Lore +1 A large building containing an archive of books. Lighthouse 24 bp, 1 lot (Q) (W) ,Town, Pop 10
Kingdom: Economy +2, Stability +1 Discount: Pier Limit: 1 per settlement; must be on a water border at the edge of a district grid Special: The cost to create Fisheries in hexes adjacent to the settlement is reduced to 3 BP Special: If you establish a trade route from a city with a Lighthouse, water hexes count as one-fourth (rather than one-half) when calculating Trade Route Length. A high tower with a signal light to guide ships at sea and keep watch on waves and weather. Lumberyard 12 bp, 2 lots (W) ,Village, Pop 50
Kingdom: Economy +1 / +1 per extra Logging Camp Limit: At least 1 Logging Camp in adjacent hex Settlement: Productivity +1 Special: Adjacent Logging Camps generate adiscount of 1.5 BP for wood buildings each rather than 1. A mill and carpentry works for producing precut logs, boards, and wood products for construction. Luxury Store 14 BP, 1 Lot ,Town, Pop 10
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 34 BP, 1 Lot,City, Pop 10
Kingdom Economy +2 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,City, Pop 50
Kingdom Economy +2, Loyalty +2; Fame +1 Discount Caster's Tower, Library, Magic Shop Magic Items 3 minor potions, scrolls, or wondrous items; 2 medium potion, scroll, or wondrous items, 1 major potion, scroll, or wondrous items 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 (W) ,Village, Pop 30
Kingdom Loyalty +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,Town, Pop 100
Kingdom Economy +6 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 24 BP, 4 Lots,City, Pop 100
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 City, Pop 100
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) 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 (Q) (W) Village, Pop 20
Kingdom Economy +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 at an extra cost. An Mill increases the storage capacity of an adjacent granary by 1. Settlement Productivity +1 A building used to cut lumber or grind grain. Mint 46 BP, 1 Lot (Q) City, Pop 10
Kingdom Economy +3, Loyalty +2, Stability +1; Fame +1 A secure building where the kingdom's coinage is minted and standard weights and measures are kept. Moat 4 BP Village
Kingdom Stability +1 (once fully enclosed) 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. A moat may be built in addition to a wall, in which case the benefits stack. Monastery 16 BP, 2 Lots (Q) Village, Pop 50
Kingdom Loyalty +2 Settlement Law +1, Lore +1 A cloister for meditation, study, and the pursuit of various other scholarly paths. Monument 8 BP, 1 Lot (Q) , Village
Kingdom Loyalty +1, Fame +1 (if depicting something significant to the kingdom) 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 Town, Pop 20
Kingdom Economy +1, Loyalty +2; 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 (W) Town, Pop 50
Kingdom Economy +1, Loyalty +2; 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, City, Pop 10
Kingdom Loyalty +1 Magic Items 1 minor scroll or wondrous item Settlement Lore +2 A dome or tower with optical devices for viewing the heavens. Orphanage 10 BP, 1 Lot, City, Pop 50
Kingdom Stability +1, Unrest –1(if appropriate) A place for housing and taking care of large numbers of orphans. Palace 108 BP, 4 Lots (Q) , Metropolis, Pop 200
Kingdom Economy +2, Loyalty +6, Stability +2; Fame +2 Discount Mansion, Mint, Noble Villa Special Base value +1,000 gp; 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 8 BP, 1 Lot (W) , Town
Kingdom Loyalty +1, Unrest –1 (if appropriate) A plot of land set aside for its serene beauty. Paved Streets 24 BP (Q) , City
Kingdom Economy +2, Stability +1 Limit 1 per district Settlement Productivity +2 Brick or stone pavement that speeds transportation. Pier 16 BP, 1 Lot, Village, Pop 20
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. Sacred grove 18 bp, 1 lot (W) , Village, Pop 10
Kingdom: Loyalty +1, Stability +1, Unrest -1 (if appropriate) Limit: Adjacent to Park or to city district border with no City Wall or Moat Magic Items: 1 minor item Settlement: Society -1 Special: +2 bonus to Stability checks against Crop Failure events or Monster Attacks involving animals, plants, or fey Special Each Sacred Grove provides a +1 bonus to Stability checks to resist Plague events. A bastion of the old druidic nature religions, often centered on runic megaliths and stone circles.
Sewer System 22 BP, City
Kingdom Economy +1, Loyalty +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, Village, Pop 20
Kingdom Economy +1 Limit Adjacent to 1 House or Mansion Upgrade to Luxury Store, Market Special Base value +1000 gp Settlement Productivity +1 A general store. Shrine 10 BP, 1 Lot (W) Village, Pop 10
Kingdom Loyalty +1, Unrest –1 (if appropriate) 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, Village, Pop 10
Kingdom Economy +1 The workshop of an armorsmith, blacksmith, weaponsmith, or other craftsman who works with metal. Stable 14 BP, 1 Lot (W) , Village, Pop 10
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 (W) , Village, Pop 100
Kingdom Economy +1 / +1 per extra 2 adjacent farms, Stability –1 Discount Stable, Tannery Special For every two adjacent farms, increase the consumption reduction bonus by 1. Settlement Productivity +1 Barns and pens that store herd animals and prepare them for nearby slaughterhouses. Tannery 6 BP, 1 Lot, Village, Pop 20
Kingdom Economy +1 Limit Cannot be adjacent to House, Mansion, Noble Villa, or Tenement Settlement Society –1 A structure that prepares hides and leather. Tavern 14 BP, 1 Lot (W) Village, Pop 20
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 38 BP, 2 Lots (Q) Town, Pop 20
Kingdom Loyalty +2, Stability +2, Unrest –2 (if appropriate) 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 (W) Town, Pop 100
Kingdom Unrest +1 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 28 BP, 2 Lots Town, Pop 100
Kingdom Economy +2, Loyalty +2 Discount Brothel, Exotic Artisan, Inn, Park, Tavern Upgrade to Arena A venue for entertainments such as plays, operas, and concerts. Town Hall 24 BP, 2 Lots, Town, Pop 50
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 8 BP, 1 Lot, Village, Pop 10
Kingdom Economy +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. Tunnels 8 bp
Kingdom: Economy +1
Settlement: Crime +1, Danger +1 Special: Tunnels are underground and do not occupy a lot on the surface, but each runs underneath one city square of 4 lots. You can pass through the square of an impassable building by moving through the Tunnels underneath it. An extensive set of subterranean chambers, vaults, and tunnels, usually used for storage or burial, and sometimes for illicit activities. When used for burials, Tunnels are also called Catacombs. University 68 BP, 4 Lots, Town
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, 1 major scroll or wondrous item. 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. Warehouse 8 bp, 2 lots (W) Town, Pop 20
Kingdom: Economy +1 Limit: Adjacent to a water border or a Guildhall, Market, Pier, Trade Shop, or Waterfront Settlement: Productivity +1 Special: A Guildhall or Waterfront provides a discount on constructing a Warehouse. A cavernous structure or cluster of buildings for storage and transfer of trade goods. Watchtower 12 BP, 1 Lot (Q) Village, Pop 20
Kingdom Stability +1, Unrest –1 (if appropriate) Special Defense +2 A tall structure that serves as a guard post.
Watergate 2 BP Town
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 (Q) City, Pop 200
Kingdom Economy +8 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 3 minor wondrous items, 2 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, Town
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.