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GM Screen
Kingdoms and War
/
Kingdom Building
/
Buildings in the Kingdom
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.