Kingdom Building

Kingdom banner


Kingdom Basics

  • Alignment: A kingdom’s alignment affects its statistics, so choose your kingdom’s alignment carefully. Lawful kingdoms gain a +2 bonus on Economy checks. Chaotic kingdoms gain a +2 bonus on Loyalty checks. Good kingdoms gain a +2 bonus on Loyalty checks. Evil kingdoms gain a +2 bonus on Economy checks. Neutral kingdoms gain a +2 bonus on Stability checks (a truly neutral kingdom gains this bonus twice).
  • Size: Count the number of hexes your kingdom comprises and record that number here. This number affects a kingdom’s Consumption and its Control DC.
  • Command/Control DC: 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 Stability, Economy, and Loyalty checks.
  • Population: Actual population numbers do not factor into your kingdom’s statistics, but it can be fun to track the number anyway. A kingdom’s population is equal to its size × 250 + the total population of each of its cities.
  • Stability, Economy, and Loyalty: These three values are analogous to saving throws. 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—if your PCs’ kingdom falls into anarchy, you can either assume the Kingmaker Adventure Path is over (as you might if all of the PCs were slain in an
    encounter), or you can simply let the PCs “restart” a new kingdom elsewhere in the Stolen Lands. 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 its Consumption, its Unrest increases by 2. A kingdom’s Consumption is equal to its size plus the number of city districts it contains plus adjustments for Edicts – 2 per farmland.
  • Treasury: As your kingdom earns money, favors, resources, and power, its Build Point total increases. In the Kingmaker Adventure Path, you begin with 50 BP in your kingdom’s treasury (this amount is bestowed upon you by the swordlords of Restov).
  • Special Resources: If your kingdom includes any special
    resources (see below), record them here.
Special Resources

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: If you establish a city in a hex at a building location, you can incorporate the building into the city as a free building—the encounter indicates what type of
    building it counts as.
  • 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: A hex with a road in it allows for much easier travel. For every four road hexes your kingdom controls, the kingdom’s Economy increases by 1. For every eight road hexes your kingdom controls, its Stability increases by 1.
  • Ruins: A ruin can be incorporated into a city as a building—doing so halves the cost of the building, as the ruin only needs to be repaired rather than having to be built from the ground up. The encounter indicates what type of building a repaired ruin counts as. See page 58 for
    a list of building types.
  • Towns: A town consists of an established settlement—claiming a town hex is an excellent way to add a fully functional city to a kingdom. In order to claim a town hex peacefully, the annexing kingdom must make a Stability check (DC = Command DC). Failure indicates that radicals
    and upstarts in the town increase your kingdom’s Unrest score by 2d4.
  • Resources: Resources include particularly valuable sources of lumber, metal, gems, food, or the like. A resource hex increases a kingdom’s Economy by 1.

The Leadership Positions

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). For this campaign, it’s best to have the party pick the same week to dedicate to their administrative duties so that all of the PCs are all available for “adventuring duty” at the same time. A single character can only occupy one leadership role at a time.

Ruler
  • 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 city 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.
Administrative Positions on the Council
  • 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 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 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.
Diplomatic Positions on the Council
  • 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 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 Royal Assassin 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.
Military Positions on the Council
  • 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 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 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.

Kingdom Building

Running a city is broken down into four phases.
The first phase The Upkeep Phase really deals with the month that has just passed. You check to see whether your people are happy or restless, pay the bills and generally manage the country. The Improvement Phase comes next – and is the time that you can spend your money (BPs) to increase the size of your kingdom, develop the country side or build settlements. During The Income Phase you work out what money is available to go into your treasury – but you can’t spend it until next year. The final Event Phase is a DM generated ‘random Encounter’ for the nation as a whole – there are good events and bad events and you need to be prepared for both.

Upkeep Phase

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.

  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.
  2. 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 you end an Upkeep phase with negative BP in your Treasury, your kingdom’s Unrest increases by 2.
  3. Fill Vacant Magic Item Slots: If there are any vacant magic item slots in any cities, randomly roll new items to fill these slots.
  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 towns that must be annexed if they are to be reclaimed into the kingdom (see page 56). Finally, if the kingdom employs a Royal Assassin, reduce your total Unrest by 1 at the end of this phase.
Improvement Phase

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.

  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); reallocating roles allows you to give every player a chance to play the role of ruler if you wish.
  2. Claim Hexes: Each hex on the maps of the Stolen Lands measures 12 miles across, and the PCs’ kingdom must be built hex by hex. 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 city). The hex then counts as a Wild Hex.
  3. 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 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. Any Wild Hexes with a road or a navigable river can be designated as a Settled Hex.
  4. Develop the Countryside: With a bit of development, a settled Hex can be turned into a countryside hex. If you later decide to develop a city in a Countryside hex – you lose all the benefits it gained. The size of your kingdom control how many countryside developments you can make in a turn. You can develop any grassalnd or hill hex that contains roads 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. You cannot build a city on a farmland hex. Every farmland hex in your kingdom reduces your consumption by 2.
  5. Establish and Improve Cities: Prepare land for city districts and then purchase new buildings for your kingdom’s cities. The building’s adjustments to your nation apply immediately. 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!
  6. Edicts: Pick or adjust your edict levels as you wish.

Promotion Type Stability Bonus Consumption Increase
None -1
Token +1 1 BP
Standard +2 2 BP
Aggressive +3 4 BP
Expansionist +4 8 BP
Taxation Level Economy Bonus Loyalty Penalty
None 0 +1
Light +1 -1
Normal +2 -2
Heavy +3 -4
Overwhelming +4 -8
Annual Festivals Loyalty Bonus Consumption Increase
None -1
1 +1 1 BP
6 +2 2 BP
12 +3 4 BP
24 +4 8 BP

Income Phase

During a kingdom’s Income phase, take the following actions.

  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 4,000 gp in value of the deposit, increase your kingdom’s BP by 1. Items that individually cost more than 4,000 gp must be sold as detailed under Step 3 below.
  2. Withdrawals: You can also withdraw funds from the kingdom’s treasury, but doing so annoys the citizens. Each time you withdraw funds, the kingdom’s Unrest increases by 1. In addition, your kingdom to gain Unrest equal to the total BP withdrawn. Each BP withdrawn in this manner converts into 2,000 gp.
  3. Sell Valuable Items: You can attempt to sell items that cost more than 4,000 gp through your city’s markets to bolster your kingdom’s Treasury; these can be items you recover during an adventure or they can be magic items currently held by any of your cities. To sell these items, make an Economy check against your command DC – if just make it you may sell a minor item, if you make it by 10 you may sell a moderate item, if you make it by 20 you may sell a major Item. A failed check indicates the item doesn’t sell. Success indicates that the item sells and you can increase your kingdom’s treasury by 1 BP, 2 BP (for moderate items), or 4 BP (for major items). You can make one Economy check per city district during each Income phase – but may only sell items that district actually has. If you make a sale, but the district does not have an item of the appropriate vale – you can class the item as sold and re-roll to see if you can get a better item for next month.
    Note – you may use these sales slots to sell items that you make or find – you get 50% of the value in GP the same as normal. If you choose to take BP Investment instead, you can buy BPs for 3000gp of item sold.
  4. Generate Income: Make an Economy check against your Command DC at the end of your Income phase. If you’re successful, divide your result by 5 (dropping any fractions) and increase your Treasury’s BP by that amount.
Event Phase

During a kingdom’s Event phase, the DM will roll once on the Kingdom Events table to determine if an event occurs. Adventure specific kingdom events occur during this phase.


Building Cities

The greatest asset of any kingdom are its cities, for it is here that the bulk of a kingdom’s citizens live, its armies train, its culture develops, and its future is forged. The rules presented here are designed to support the rules for kingdom building presented in the first portion of this article and to give players a visual representation of a city (the city grid) they helped to build up from scratch.

Reading the Grid

The city grid consists of 36 city 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 city district. A district border can represent a city wall, a river, a lake or ocean shore, a cliff, or merely the transition from one city 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 city blocks, eventually creating a visual representation of their completed city.

City layout

Preparing the Site

Once you select a location for your city (which must be in a hex you have explored and cleared), you must pay to have the site cleared and prepared to support the city’s roads and buildings. The cost and time required to clear space in various terrains is detailed on the table below.
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 city grid. In addition, adding a city district to a kingdom increases its Consumption by 1.


Preparing a District Site

Terrain Cost to Prepare Time to Prepare
Forest 4 BP 2 Months
Grasslands 1 BP Immediate
Hills 2 BP 1 Months
Mountains 12 BP 4 Months
Swamp 8 BP 3 Months

The City Grid in Play

You can use your city grid to aid in resolving encounters or adjusting kingdom or city 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.
  • City Grid Scale: Although combat encounters in a city 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 city in the case of multiple encounters. In this case, treat each city block as if it were a 750-foot square—this means that an entire city district is about 1 square mile in size.
  • Base Value: When using these rules to build a settlement, the city’s base value (see Pathfinder RPG Core Rulebook, pages 460– 461) starts at 200 gp. It increases as you construct certain buildings, like shops and marketplaces.
Building A City

Once you’ve prepared your city 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 city grid. It takes 1 month to construct a building, no matter what size the building is – its benefits apply immediately.

  • Population: A city’s population is equal to the number of completed blocks within its districts × 250. A city grid that has all 36 blocks filled with buildings has a population of 9,000.
  • Defensive Modifier: A city’s Defensive Modifier can be increased by building certain structures (such as city walls) and has an impact on mass combat (see Pathfinder Adventure Path volume #35). Keep track of your city’s Defensive Modifier, but until the city is attacked by an invading army (something scheduled to occur later in the Kingmaker Adventure Path), this value is not used.
  • Base Value: The base value associated with a city built in this manner is tied not to its size but rather to the number of Economy-based buildings it has. Each such building, whether it’s a shop, tavern, or brothel, increases a city’s base value. Any magic item equal to or lower than this base value in cost is available for purchase 75% of the time—this check may be made again every month (as new stock comes and goes). Any nonmagical item from the equipment chapter in the Pathfinder RPG Core Rulebook is always available if its cost is lower than the city’s base value. Cities with multiple districts add the individual base values of each district together to determine the entire city’s base value, with an upper limit of 16,000 gp per city.
    At the GM’s whim, using construction magic (such as a lyre of building or spells like fabricate or wall of stone) can reduce the cost of a building’s BP by 2 (minimum of 0 BP). This is a one-time reduction, regardless of the amount of magic used.
  • Magic Item Availability: A certain number of more powerful and valuable magic items are available for purchase in any city, although these items tend to be of a somewhat random nature as new items are found or created and enter the economy. As with base value, a community’s size does not influence the number of magic items above base value that are available for purchase. Instead, these items become available as certain buildings (like academies or magic shops) are added to a city. Whenever such a building is added to a city, place an “X” in one of the boxes next to the appropriate item category to indicate that the city has gained a “slot” in that category. During every Upkeep phase, randomly roll a magic item of the appropriate category for each empty slot.
    After it is generated, a magic item remains on the market until it is purchased. Alternatively, once per Income phase, a kingdom can make Economy checks to try to sell items; once the item is sold, its slot remains empty until the next Upkeep phase.

Kingdom Size New Cities New Buildings Hex Claims Roads Farmlands
1-10 1 1 1 1 1
11-25 1 2 2 2 1
25-50 1 5 3 3 2
51-100 2 10 4 4 2
101-200 3 20 8 6 3
201+ 4 No Limit 12 8 4

Buildings available with their costs and benefits

Please note that these building have been modified to reflect various errata and suggestions from the game designers and others and are not exactly the same as the buildings in Rivers Run Red. When a building description says that it must be built next to a house then an unused house is required, houses that have already been used once cannot be used again. It is a design limitation put in by the designers to make sure that a suitable amount of housing is available in the city to support its businesses – however, Tenements, Houses and Mansions all count as a house for building purposes.
All buildings are size 1 unless otherwise noted

These buildings can only be built as part of a Thorp or a Hamlet
  • Huts (1 BP): Cheap housing units in the countryside. Huts count as houses for the purpose of fulfilling building requirements, but building too many huts can increase a kingdom’s Unrest quickly. You can build a house over an existing hut for 2 BP. Unrest +2.
    SPECIAL: Huts can only be built in Thorps or Hamlets
These buildings work well in any settlement except Thorps

Barracks

  • Barracks (6 BP): A building to house city guards, militia, and military forces. Stability +1, Defense Modifier +1; Unrest –1.
    Brewery
  • Brewery (6 BP): A building for beer making, winemaking, or similar use. Loyalty +1, Stability +1.
    Brothel
  • Brothel (6 BP; must be adjacent to 1 house): A place to pay for companionship of any sort. Economy +1, Loyalty +1; Unrest +1; limit one per district.
    Dump
  • Dump (6 BP; cannot be adjacent to a house): A centralized place to dispose of refuse. Loyalty +1, Stability +1; limit one per district.
    Granary
  • Granary (6 BP): A place to store grain and food. Loyalty +1, Stability +1.
    Graveyard
  • Graveyard (6 BP; cannot be adjacent to a house): A plot of land to honor and bury the dead. Economy +1, Loyalty +1.
    House
  • House (3 BP): A number of mid-sized houses for citizens. Houses serve as prerequisites for many other buildings. The first house you build during any Improvement Phase does not count against the total number of buildings you can build during the phase. Unrest –1.
    Mill
  • Mill (6 BP; must be next to a water border): A building used to cut lumber or grind grain. Economy +1, Stability +1.
    Shop
  • Shop (8 BP; must be adjacent to 1 house): A general store. City base value +500 gp; Economy +1.
    Shrine
  • Shrine (8 BP): A small shrine or similar holy site. 1 minor item; Loyalty +1; Unrest –1.
    Smith
  • Smith (6 BP): An armor smith, blacksmith, or weapon smith. Economy +1, Stability +1.
    Tannery
  • Tannery (6 BP; cannot be adjacent to a house): A structure that prepares hides and leather. Economy +1, Stability +1.
These buildings work well in most settlements larger than a hamlet
  • City Walls (8 BP): City walls do not occupy a city block — rather, purchasing a city wall fortifies a district’s four outer borders. A city wall cannot be built on a water border. Defense Modifier +4; Unrest –2; limit one per district.
    Alchemist
  • Alchemist (18 BP; must be adjacent to 1 house): The laboratory and home of a creator of potions, poisons, and alchemical items. City base value +1,000 gp; 1 minor item; Economy +1.
    Exoticcrafts
  • Exotic Craftsman (10 BP; must be adjacent to 1 house): The workshop and home of an exotic craftsman, such as a creator of magic items, a tinker, a fireworks maker, or a glassblower. 1 minor item; Economy +1, Stability +1.
    Garrison
  • Garrison (28 BP): SIZE 2 – A large building to house armies, train guards, and recruit militia. Halves cost of City Wall, Granary, and Jail in same city; Stability +2; Defense Modifier +4; Unrest –2.
    Herbalist
  • Herbalist (10 BP; must be adjacent to 1 house): The workshop and home of a gardener, healer, poisoner, or creator of potions. 1 minor item; Loyalty +1, Stability +1.
    Inn
  • Inn (12 BP; must be adjacent to 1 house): A place for visitors to spend the night. City base value +500 gp; Economy +1, Loyalty +1.
    Jail
  • Jail (14 BP): A fortified structure for housing criminals. Loyalty +2, Stability +2; Unrest –2.
    Library
  • Library (6 BP): A large building containing books, often presided over by a sage or other scholar. Economy +1, Loyalty +1.
    Mansion
  • Mansion (10 BP): A single huge manor housing a rich family and its servants. Stability +1.
    Monument
  • Monument (6 BP): A monument can be a statue of a city founder, a bell tower, a large tomb, or a public display of art. Loyalty +3; Unrest –1; limit one per district.
    Noblevilla
  • Noble Villa (25 BP): SIZE 2 – A sprawling manor with luxurious grounds that houses a noble. Halves cost of Exotic Craftsman, Luxury Store, and Mansion in same city; Economy +1, Loyalty +1, Stability +1.
    Park
  • Park (4 BP): A plot of land set aside for its natural beauty. Loyalty +1; Unrest –1; limit one per district.
    Pier
  • Piers (16 BP; must be adjacent to a water border): Warehouses and workshops for docking ships and handling cargo and passengers. City base value +1,000 gp; +1 Economy, +1 Stability.
    Stable
  • Stable (10 BP; must be adjacent to 1 house): A structure for housing or selling horses and other mounts. City base value +500 gp; Economy +1, Loyalty +1.
    Tavern
  • Tavern (10 BP; must be adjacent to 1 house): An eatery or drinking establishment. City base value +500 gp; Economy +1, Loyalty +1.
    Temple
  • Temple (28 BP): SIZE 2 – A large place of worship dedicated to a deity. Halves cost of Graveyard, Monument, and Shrine in same city; 2 minor items; Loyalty +2, Stability +2; Unrest –2.
    Tenement
  • Tenement (1 BP): A staggering number of low-rent, cheap housing units. Tenements count as houses for the purpose of fulfilling building requirements, but building too many tenements can increase a kingdom’s Unrest quickly. You can build a house over an existing tenement for 2 BP. Unrest +2.
    Theater
  • Theater (24 BP): SIZE 2 – A venue for providing entertainment such as plays, operas, concerts, and the like. Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.
    Townhall
  • Town Hall (22 BP): SIZE 2 – A public venue for town meetings and repository for town records. Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.
    Tradesman
  • Tradesman (10 BP; must be adjacent to 1 house): A shopfront for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker. City base value 500 gp; +1 Economy, +1 Stability.
    Watchtower
  • Watchtower (12 BP): A tall structure that serves as a guard post and landmark. +1 Stability; +2 Defense Modifier; Unrest –1.
Buildings that are much more at home in Large Towns and Cities

Academy

  • Academy (52 BP): SIZE 2 – An institution of higher learning that can focus on any area of knowledge or education, including magic. Halves cost of Caster’s Tower, Library, and Magic Shop in same city; 3 minor items, 2 medium items; Economy +2, Loyalty +2.
    Arena
  • Arena (40 BP): SIZE 4 – A large public structure for competitions, demonstrations, team sports, or bloodsports. Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts; Stability +4; limit one per city.
    Blackmarket
  • Black Market (50 BP; must be adjacent to 2 houses): A number of shops with secret and usually illegal or dangerous wares. City base value +2,000; 2 minor items, 1 medium item; Economy +2, Stability +1; Unrest +1; limit one per city.
    Castertower
  • Caster’s Tower (30 BP): The home and laboratory for a spellcaster. 3 minor items, 2 medium items; Economy +1, Loyalty +1.
    Castle
  • Castle (54 BP): SIZE 4 – The home of the city’s leader or the heart of its defenses. Halves cost of Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; Unrest –4; limit one per city.
    Cathedral
  • Cathedral (58 BP): SIZE 4 – The focal point of the city’s religion and spiritual leadership. Halves cost of Temple or Academy in same city; halves Consumption increase penalty for promotion edicts; 3 minor items, 2 medium items, 1 major item; Loyalty +4; Unrest –4; limit one per city.
    Guildhall
  • Guildhall (34 BP; must be adjacent to 1 house): SIZE 2 – A large building that serves as headquarters for a guild or similar organization. City base value +1,000 gp; halves cost of Pier, Stable, and Tradesman in same city; Economy +2, Loyalty +2.
    Luxurystore
  • Luxury Store (32 BP; must be adjacent to 1 house): A shop that specializes in expensive wares and luxuries. City base value +2,000 gp; 2 minor items; Economy +1.
    Magicshop
  • Magic Shop (68 BP; must be adjacent to 2 houses): A shop that specializes in magic items and spells. City base value +2,000 gp; 4 minor items, 2 medium items, 1 major item; Economy +1.
    Market
  • Market (48 BP; must be adjacent to 2 houses): SIZE 2 – An open area for mercantile pursuits, traveling merchants, and bargain hunters. City base value +2,000 gp; halves cost of Black Market, Inn, and Shop in same city; 2 minor items; Economy +2, Stability +2.
    Waterfront
  • Waterfront (90 BP; must be adjacent to a water border): SIZE 4 – A port for arrival and departure when traveling by water, facilities for building ships, and a center of commerce. City base value +4,000 gp; 3 minor items, 2 medium items, 1 major item; halves cost of Guildhall and Market in same city, halves Loyalty penalty for tax edicts; Economy +4; limit one per city.

Ver 1.0 11OCT12

Kingdom Building

Deeds and Danger Archon