Rules Index | GM Screen


Kingdoms and War / Kingdom Building

Buildings in the Kingdom

Source Ultimate Campaign pg. 213
You improve settlements by constructing buildings, which provide bonuses to the kingdom in general and the settlement in particular. Pages 224 and 225 present icons for these buildings, and the building descriptions and effects begin on page 214. Some buildings also intersect with the mass combat rules, notably with fortifications and reserve armies.

Demolition: If a lot has a building, you can clear it for new construction. Doing so costs 1 BP. You may construct a building on a lot the same turn you demolish the old building there. You do not regain BP for a demolished building (but see Rebuilding, below).

Destroyed Lots: If an event or a pillaging army destroys 1 or more lots, the devastation causes Unrest to increase by 1 per lot destroyed.

Rebuilding: If you rebuild the same type of building on a destroyed lot, the cost is halved, as you can reuse some of the materials for the same purpose. If you rebuild a different type of building on that lot, reduce the cost of the new building by 1/4 the cost of the old building (minimum 1 BP). If you build smaller buildings on top of a site that held a multi-lot building, split the discount evenly over the new buildings. For example, if you demolish an Academy and construct a Mansion and a Luxury Store on top of those lots, each building gets a 6 BP discount (1/4 of 52 BP is 13, divided evenly between the two).

Building Descriptions

Source Ultimate Campaign pg. 214
Buildings are described in the following format.

Building Name: The type of buildings contained in this lot. In most cases, each lot represents numerous buildings of that type, rather than a single edifice.

Cost: The cost in BP to construct the building.

Lots: How many lots the building fills.

Kingdom: Building modifiers to Economy, Loyalty, and Stability stack, affect your entire kingdom, and are ongoing from turn to turn. Modifiers to Unrest occur once when the building is completed. This category also lists any bonuses to Fame (see Fame and Infamy) from having the building.

Discount: Some buildings halve the cost of constructing a related type of building in the same settlement. This cost reduction applies only to the first constructed building of the types listed in this line. For example, an Academy halves the cost of your next Library in that settlement; if you build a second Library in that settlement, you pay the normal cost for it. If 2 buildings give the same discount, only one discount applies per new building, but you may construct 2 buildings at the discounted cost. For example, Market and Theater both halve the cost of an Inn; if your settlement has a Market and a Theater, you may construct 2 Inns at half cost (the Market discounts one, and the Theater discounts the other).

Limit: This lists limitations on the number of buildings of this type, special requirements for adjacent buildings, or prohibitions against certain buildings being adjacent.

For most buildings, you can construct as many of them as you want in a settlement, but some are limited in the number that can be built per settlement or district. For example, you can only construct 1 Arena per settlement.

Some buildings require that you construct them adjacent to at least 1 or 2 of a specific kind of building or feature of the settlement. For example, a Shop or Tavern must be adjacent to a House or Mansion. The required adjacent building can only count toward 1 building that requires it. For example, if you have a House and a Shop, that House can't be used to meet the requirement for another Shop or a Tavern; you have to construct a new House and use it to meet the requirement of the new Shop or Tavern.

For example, you can't construct a Tannery next to a House, Mansion, Noble Villa, or Tenement. If you want to use a lot for this type of building, you must demolish all prohibited adjacent structures first (see Demolition).

If you get overzealous in constructing a particular type of building in a settlement, the GM should feel free to add events to discourage this practice. For example, a settlement with too many Dumps is prone to otyugh and wererat attacks, and a settlement with too many Graveyards tends to have frequent undead attacks. This should not occur, however, if you build too many Houses, Parks, Tenements, or Waterways.

Upgrade To/From: Some buildings can be converted into a more advanced form of the existing building, such as converting a Shrine into a Temple. To upgrade a building, pay the BP cost difference between the current building and the new building. Remove the modifiers from the old building and apply the modifiers from the new building. Upgrading counts as constructing a building for the purpose of the maximum number of buildings you can construct on your turn. You can't upgrade a building to a larger one if there isn't space in the District Grid for the building's new size.

Special: This lists any other effect the building has, such as increasing Defense, the settlement's base value, or the output of a nearby Mine.

Magic Items: This lists any magic item slot the building creates, which may be filled in the Upkeep phase (see Magic Items in Settlements on page 213). If a building lists multiple options within a category (such as “1 minor potion or wondrous item”), it has an equal chance for each option.

Settlement: This lists settlement modifiers that affect specific skills within the settlement. These modifiers are ongoing from turn to turn, but apply only to skill checks within that settlement (not other settlements in the hex or anywhere else in your kingdom). Note that the GameMastery Guide also uses a settlement statistic called Economy; to avoid confusion with the Economy kingdom score, this book renames the Economy settlement statistic “Productivity.”

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

The laboratory and home of a crafter of poisons, potions, or alchemical items.

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 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)
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 Lot)


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, 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 occupying 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.