PFKingdom / Buildings


Buildings (back)


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.

Population: Each time you construct a building of this type, the city’s population grows by the listed amount. This increase is doubled, tripled, or quadrupled for a Town, City, or Metropolis respectively. These population figures also include workers who live in and around a building.

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.

Some buildings cannot be adjacent to certain buildings. 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.

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). 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).


Academy 52 BP 2 lots Population 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.

Alchemist 18 BP 1 lot Population 10
  • 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 Population 100
  • Kingdom Stability +4; Fame +1
  • Discount Dance Hall, Garrison, Inn, Stable, Theater
  • Limit 1 per settlement
  • Upgrade From Theater
  • Settlement Crime +1

A large public structure for competitions and team sports.

Armory 30 BP 2 lots Population 20
  • Kingdom Loyalty +1, Stability +1, Defense +1
  • Upgrade From Smithy
  • Special Base value +1,000 gp
  • Magic Items 2 minor weapons or armor, 1 medium weapon or armor

Workshops dedicated to making, weapons and armor, along with secure storage facilities.

Assembly 32 BP 2 lots Population 50
  • Kingdom Economy: +2, 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 28 BP 1 lot Population 10
  • Kingdom Economy +4
  • Special Base value +2,000 gp

A secure building for storing valuables and granting loans.

Bardic College 40 BP 2 lots Population 50
  • 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 Population 20
  • Kingdom Unrest -1
  • Upgrade To Garrison
  • Special Defense +2
  • Settlement Law +1

A building to house conscripts, guards, militia, soldiers, or similar military forces.

Baths 6 BP 1 lot Population 20
  • Kingdom Economy +1, Stability +1
  • Limit Adjacent to a Waterway or water border. This requirement can be ignored by doubling the construction cost of the Baths.

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 50 BP 1 lot Population 20
  • Kingdom Economy +2, Stability +1, Unrest +1
  • Discount Dance Hall
  • 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 Population 20
  • Kingdom Loyalty +1, Stability +1

A building for beer brewing, winemaking, or some similar use.

Bridge 6 BP 1 lot Population -
  • 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 1 lot Population 20
  • Kingdom Economy +1, Loyalty -1, Stability +1
  • Settlement Corruption +1, Law +1
  • Special The treasurer may withdraw 1 BP without causing any Unrest. Each Bureau may provide this benefit once per year.

A large warren of offices for clerks and record-keepers working for a guild or government.

Caster's Tower 30 BP 1 lot Population 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 Population 200
  • 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 Population 100
  • Kingdom Loyalty +4, Stability +4, Unrest -4; Fame +1
  • Discount Academy, Temple
  • Limit 1 per settlement
  • 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 Population -
  • 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   Population -
  • 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.

Colossus 60 BP 4 lots Population -
  • Kingdom Economy +2, Loyalty +4, Stability +2, Fame +1, Unrest -2
  • 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 16 BP 1 lot Population 20
  • Kingdom Loyalty +2
  • 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 Population 10
  • Kingdom Stability +1
  • 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 4 BP 1 lot Population 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 Population 10
  • Kingdom Stability +1
  • Limit Cannot be adjacent to House, Mansion, or Noble Villa

A centralized place to dispose of refuse.

Everflowing Spring 5 BP   Population -
  • 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 Population 10
  • 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 Population 100
  • 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 Population 50
  • Kingdom Economy +1, Stability +1, Unrest +1
  • Discount Smithy
  • Limit Adjacent to water district border or windmill
  • 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.

Gambling Den 10 BP 1 lot Population 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 Dance Halls 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.

Garrsion 28 BP 2 lots Population 200
  • 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 Population -
  • 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 Population -
  • Kingdom Loyalty +1

A plot of land to honor and bury the dead.

Guildhall 34 BP 2 lots Population 100
  • Kingdom Economy +2, Loyalty +2
  • Discount Pier, Stable, Trade Shop, Warehouse
  • 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 Population 10
  • 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 Population 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 Population 50
  • 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 12 BP 1 lot Population 30
  • Kingdom Economy +1, Loyalty +1
  • Special Base value +500 gp
  • Settlement Society +1

A place for visitors to rest.

Inner Sanctum 30 BP 1 lot Population 10
  • Kingdom Economy +1
  • Limit Adjacent to one academy, armory, caster's tower, cathedral, or university
  • Magic Items 1 major item

A location where the most powerful and secret rituals of the adjoining building can be performed.

Jail 14 BP 1 lot Population 50
  • 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 Population 10
  • Kingdom Economy +1, Loyalty +1
  • Upgrade To Academy
  • Settlement Lore +1

A large building containing an archive of books.

Lighthouse 24 BP 1 lot Population 10
  • Kingdom Economy +2, Stability +2
  • 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 18 BP 2 lots Population 50
  • Kingdom Economy +1, Stability +1
  • Settlement Productivity +1
  • Special The cost to construct Foresters in the settlement’s hex or adjacent hexes is reduced to 2 BP. In addition, Foresters in those hexes generate 1 additional BP for every 2 Foresters. If the Foresters are adjacent to two settlements with Lumberyards, only one Lumberyard may benefit from those Foresters each kingdom turn.

A mill and carpentry compound for producing precut logs, boards, and wood products for construction.

Luxury Store 28 BP 1 lot Population 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 68 BP 1 lot Population 10
  • 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 Streetlamps 32 BP   Population -
  • Kingdom Loyalty +1; Security +1; Fame +1
  • Limit 1 per district. Settlement must have a Cathedral, Magic Shop, Magical Academy, or Temple
  • Settlement Crime -1

Continual flame lamps that illuminate the district.

Mansion 10 BP 1 lot Population 30
  • 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 Population 100
  • 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 Population 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 Population 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 Population 20
  • 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 Population 10
  • 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   Population -
  • 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 Population 50
  • Kingdom Stability +2
  • Settlement Law +1, Lore +1

A cloister for meditation, study, and the pursuit of various other scholarly paths.

Monument 6 BP 1 lot Population -
  • 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 Population 20
  • Kingdom Economy +1, Loyalty +1; Fame +1
  • Settlement Lore +2, Society +1; increase Lore bonus by 2 for questions relating to Knowledge (history); apply Lore bonus on Appraise checks regarding art objects

A place to display art and artifacts both modern and historical. The GM may allow the kingdom leaders to display a valuable item (such as a magic item or bejeweled statue) in the museum, increasing Fame during this display by 1 for every 10,000 gp of the item's price (maximum +5 Fame), and by an additional 1 if the item is significant to the kingdom's history.

Noble Villa 24 BP 2 lots Population 50
  • 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 Population 10
  • 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 Population 50
  • Kingdom Stability +1, Unrest -1

A place for housing and taking care of large numbers of orphans.

Palace 108 BP 4 lots Population 200
  • 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 Population -
  • Kingdom Loyalty +1, Unrest -1

A plot of land set aside for its serene beauty.

Paved Streets 24 BP   Population -
  • Kingdom Economy +2, Stability +1
  • Limit 1 per district
  • Settlement Productivity +2

Brick or stone pavement that speeds transportation.

Pier 16 BP 1 lot Population 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.

Sewer System 24 BP   Population 10
  • 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 Population 20
  • 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 Population 10
  • 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 Population 10
  • Kingdom Economy +1, Stability +1

The workshop of an armorsmith, blacksmith, weaponsmith, or other craftsman who works with metal.

Stable 10 BP 1 lot Population 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 Population 100
  • 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.

Stoneworks 16 BP 2 lots Population 50
  • Kingdom Economy +1, Stability +1
  • Settlement Productivity +1
  • Special Quarries in the settlement’s hex or adjacent hexes generate 1 additional BP for every 2 Quarries. If a Quarry is adjacent to two settlements with Brickyards, only one Brickyard may benefit from that Quarry each kingdom turn.

An industrial center for cutting and shaping stone, grinding gravel, and firing bricks for construction.

Tannery 6 BP 1 lot Population 20
  • 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 10 BP 1 lot Population 20
  • Kingdom Economy +1, Loyalty +1
  • Limit Adjacent to 1 House, Mansion, or Tenement
  • Special Base value +500 gp
  • Settlement Corruption +1

An eating or drinking establishment.

Temple 32 BP 2 Lots Population 50
  • 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 Population 100
  • 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 Population 50
  • Kingdom Economy +2, Stability +2
  • Discount Dance Hall, Exotic Artisan, Inn, Park, Tavern
  • Upgrade To Arena

A venue for entertainments such as plays, operas, and concerts.

Town Hall 22 BP 2 lots Population 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 10 BP 1 lot Population 10
  • 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.

Tunnels 8 BP   Population -
  • Kingdom Economy +1, Stability +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 78 BP 4 lots Population 200
  • 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.

Warehouse 8 BP 2 lots Population 20
  • Kingdom Economy +1
  • Limit Adjacent to a water border or a Guildhall, Market, Pier, Trade Shop, or Waterfront
  • Settlement Productivity +1

A cavernous structure or cluster of buildings for storage and transfer of trade goods.

Watchtower 12 BP 1 lot Population 20
  • Kingdom Stability +1, Unrest -1
  • Special Defense +2

A tall structure that serves as a guard post.

Waterfront 90 BP 4 lots Population 200
  • Kingdom Economy +4
  • Discount Black Market, Guildhall, Market, Pier, Warehouse
  • 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.

Watergate 2 BP   Population -
  • 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.

Windmill 6 BP 1 lot Population 10
  • Kingdom Economy +1
  • Settlement Productivity +1
  • Special A Windmill adjacent to a Cistern or Granary increases the Stability bonus provided by that building by +1.

A wind-driven mill for grinding grain or pumping water.

Page last modified on November 30, 2021, at 02:31 AM