Kingdom Rules

Most of the kingdom building rules can be found detailed in the pathfinder SRD, see the link below.

http://www.d20pfsrd.com/gamemastering/other-rules/kingdom-building

However, with the introduction of the Ultimate Rulership book, published by Legendary Games, there are a number of things that change.

Edicts

In the original version of the kingdom building rules, the effects of the edicts just did not measure
up to the impact they should have, especially once the game got past the first few turns of kingdom building. The revised published versions improve both the effect and variety of edicts for use in building your kingdom, but this section provides several alternative versions of standard monthly edicts as well as several additional options for special edicts.

Standard Edicts

Ultimate Rulership offers up modified versions of three of the standard edicts for use in ruling your kingdom. These edicts offer somewhat more flexibility than the published versions, including greater opportunity to trade negatives in one area for positives in another.

Expansion

These edicts replace the standard promotion edicts and represent how aggressive your domain is in terms of enlarging its territory and claiming new subjects, sometimes at the expense of consolidating the ground you already hold, or whether you focus on slow and incremental growth.

Holiday

These edicts replace the standard holiday edicts and represent regular observances and nationwide celebrations taking place throughout the kingdom. The BP expenditure is paid per month and includes logistical preparations for holidays throughout the year in addition to funding the actual celebrations. The monthly expenses vary but represent an average spread across the entire year. If the kingdom’s rulers reduce the amount of holidays they fund at any point during a calendar year, they take a -2 penalty to Loyalty for the remainder of the year for each step by which holiday funding is reduced.

Taxation

These edicts replace the standard taxation edicts and allow you to calibrate your ability to realize increased income at the expense of stagnating business and angering your population versus sacrificing some income to make your citizens happier.

Table A1: Expansion Edicts
Attitude Hex Claims Stability Loyalty Economy Consumption
Isolationist -1 +2 +1 -2 -1 BP
Cautious standard +1 - -1 -
Standard standard - - - -
Aggressive +1 -1 -1 +1 1d4 BP
Imperialist +2 -2 -2 +2 2d4 BP
Table A2: Alternative Holiday Edicts
Frequency Consumption Economy Loyalty
None - -2 -4
Annual 1 BP -1 -2
Quarterly 1d3 BP 0 0
Monthly 1d6 BP +1 +2
Weekly 1d12 BP +2 +4
Table A3: Alternative Taxation Edicts
Tax Level Revenue Economy Loyalty
Minimal Economy check/5 +2 +2
Light Economy check/4 +1 +1
Normal Economy check/3 - -
Heavy Economy check/2.5 -2 -4
Crushing Economy check/2 -4 -8

Special Edicts

In addition to the standard edicts, whether using the official published versions or the alternative versions outlined above, the revised kingdom rules introduce the concept of special edicts. These edicts may affect an entire kingdom or a single city in your domain or in another country. In addition to the diplomatic, exploration, trade, and vassalage edicts, Ultimate Rulership offers several more special edicts for your country to use, as described below. Regardless of which special edict you choose, you may issue only one special edict per kingdom turn. The effects of special edicts are resolved after you issue your standard edicts for the month.

Commission Edicts

These edicts allow the kingdom’s leaders to have magical items or buildings constructed at their request.

Endowment Edicts

These edicts allow the kingdom to sponsor the construction of a great edifice for the arts and learning, gaining them local and international prestige.

Espionage Edicts

These edicts allow you to spy out the secrets of neighboring kingdoms, gathering information and fomenting unrest.

Festival Edicts

These edicts represent the calling of a special local festival in one particular place in your kingdom, from athletic competitions to religious pilgrimages to celebrations of history, culture, or anything else.

Recruitment Edicts

These edicts reflect your degree of military mobilization, including how much of your nation’s population you are willing to devote to the necessities of war.

h5.* Commission Edicts*

The rulers of your domain can commission a magic item to be made (or an existing magic item improved) for their personal use with a Commission Edict. The city where the Commission Edict is issued must contain a building capable of producing a magical item of the appropriate category; for this purpose, minor items are those whose price is 8,000 gp or less, medium items are 8,001-24,000 gp, and major items are over 24,000 gp.
Leaders must pay full price for commissioned items. The commissioned item takes the place of one item slot of that category for as long as it takes to craft (or improve) the item, including any month or portion of a month in which it is being crafted. During this time, no other item can be generated to fill that slot.
The kingdom’s rulers can commission more than one item within that city as part of the same Commission Edict, but all items must be crafted within that city and no building within that city can be compelled to craft more than one item with this edict. Commissioning more than one item with the same Commission Edict generates 1 point of Unrest for each item after the first (not including potions or scrolls with a cost under 1,000 gp), representing the anger and resentment of other wealthy customers caused by their own requests being superseded by those of the country’s rulers, and of the crafters themselves for being forced to work on demand.
A Commission Edict can instead divert the magical resources of medium and major item slots for one month, reducing construction cost for buildings in the same city or terrain improvements in adjacent hexes by 2 BP for each major slot commissioned, 1 BP for each medium slot, though commissioning multiple slots causes Unrest as described above.

Endowment Edicts

An Endowment Edict represents the focused attention of the crowned heads of state on matters of arts and learning, in part for the betterment of the kingdom and its culture but equally (if not more so) for the purpose of garnering prestige both domestically and abroad. Rulers and citizens alike can take pride in their grand edifices to posterity, sparing no expense in spectacular architecture, resplendent artistic embellishment, and the finest collections of artifacts, animals, artists, scholars, or whatever else the endowed building proffers to the world. Kingdoms of size 100 or less usually refer to endowed buildings by name, typically naming them after one of the kingdom’s leaders (especially one whose role correlates with the building in question) or a wealthy NPC patron. Countries of size 101-200 may use a personal name associated with the building or may simply refer to it as the Royal Library, Museum, etc., while those of size 201 or more call them Imperial buildings.

Cost

Endowing a building costs 100 gp times the building’s cost in BP, which can be paid by withdrawing BP from the Treasury and converting it into gp, or the endowment can be paid directly by a PC or NPC from their own personal funds. Maintaining each endowed building and its collections and staff increases the kingdom’s Consumption by 1.

Special

If you roll the Noblesse Oblige kingdom event, you can treat that as an Endowment edict, having the nobles endow a building in their name rather than constructing a Monument or Park, paying both the up-front cost and the ongoing Consumption.

Benefit

Each Endowment edict that you issue gives your kingdom a +1 bonus to Fame and Loyalty as long as its Consumption is paid. If Consumption is not paid, these bonuses are lost and you gain 1 point of Unrest unless you succeed at a Loyalty check.
Types of Endowments: Each of the following buildings can be sponsored with an Endowment edict: Academy, Arena, Assembly, Bardic College, Colossus, Hanging Gardens, Hospital, Library, Magical Academy, Menagerie, Military Academy, Museum, Observatory, Theater. You may endow only one building of each type in your entire kingdom.
If you capture a city from another kingdom that contains one or more endowed buildings, you gain a +1 bonus to Fame but no bonus to Loyalty for each building as long as you pay their Consumption. Alternatively, you may destroy the endowed buildings of your enemy, gaining 2 points of Infamy for each endowed building you destroy.

Espionage Edicts

Espionage Edicts are used by one kingdom to uncover confidential information about other kingdoms and their leaders, or factions and power groups within them (including religious groups, noble houses, merchant consortiums, or other organizations), and sometimes to use that information aggressively to foment unrest and spread sedition within that nation.

Cost

The cost to issue an Espionage Edict varies, depending on the sensitivity of the information being sought or the danger level of the acts of insurrection being attempted:

Table A4: Espionage Edicts
Cost Type of espionage
1d4 BP Gather public information
1d6 BP Discover minor secrets
2d6 BP Discover major secrets
3d6 BP Discover vital secrets
1+ BP Other acts of espionage (The base cost is increased by 1d4 BP for every 5 points of the DC modifier listed below; hence, fomenting unrest (DC 5) would cost 1d41 BP, while inducing mercenaries to switch sides (10 DC) costs 2d41 BP)

The target DC for an Espionage Edict is impacted by the Corruption, Law, Lore, and Society modifiers in the city or country being investigated. A positive Corruption, Lore, or Society modifier decreases the DC and a negative modifier increases it; contrariwise, a negative Law modifier decreases the DC and a positive modifier increases it.

Benefits

Examples of the above-listed types of espionage follow and should be used as a guideline for the difficulty (and cost) of other similar acts of espionage PCs may attempt.
The success of an Espionage Edict is determined by Economy, Loyalty, and Stability checks. If all three checks are successful, the mission is a great success and the PCs’ kingdom gains two pieces of information from the category below, or their espionage has double the listed effect. If two checks succeed, the mission meets its objectives, acquiring the desired piece of information or having the desired effect. If only one check succeeds, the mission fails. If all three checks fail, the mission fails and your spies are caught (see below). In addition, if any check results in a natural 1, your spies are caught even if the mission succeeds.

Gather Public Information (DC -5)

Obtain a list of all buildings in one settlement; the location and size of all settlements in the target kingdom; the target kingdom’s size, borders, and major landforms and bodies of water (any terrain that occupies three or more contiguous hexes); the names of the target kingdom’s leaders.

Discover Minor Secrets (DC +0)

Obtain a list of Embassies, Treaties, and Allies of a kingdom; a list of Trade Routes (type and destination) in that kingdom; the Settlement Alignment, Government, Qualities, Statistics, and Disadvantages of a settlement; the location of terrain improvements, Landmarks, and Special Resources in the target kingdom; the level of Unrest in the target kingdom; or uncover minor trade secrets that grant your kingdom a +1d2 bonus to Economy for 1d4 months (doubled if you have a Treaty or Trade Route with the target kingdom).

Discover Major Secrets (DC +10)

Obtain a list of armies located in a city; discover the attitude of the kingdom toward other countries; discover the character classes of the target kingdom’s leaders; discover the target kingdom’s current Economy, Loyalty, and Stability modifiers, as well as its kingdom-wide Corruption, Crime, Law, Lore, Productivity, and Society modifiers; obtain significant trade secrets providing your kingdom with a +1d4 bonus to Economy for 2d4 months (doubled if you have a Treaty or Trade Route with the target kingdom).

Discover Vital Secrets (DC +20)

Discover the class levels and alignment of kingdom leaders; discover the most valuable or powerful magic item of 1d4 kingdom leaders; discover the location of all of the target kingdom’s armies; discover secret ways into or out a fortified settlement (or a Fort or Watchtower terrain improvement), allowing your armies to ignore half of the total Defense value of that fortification; obtain major trade secrets granting your kingdom a +2d4 bonus to Economy for 2d6 months (doubled if you have a Treaty or Trade Route with the target kingdom).

Bribe Mercenaries (DC +0 to demoralize, DC +5 for desertion, +10 for treason; these DC modifiers are doubled if your kingdom is at war with the mercenaries’ present employer)

The target mercenary army loses 1d3 points of Morale (sap morale), deserts their present employer and flees (desertion), or switches sides to join your armies (treason). Using this type of Espionage Edict requires a cash bribe of 1000 gp times the army’s AR. Foment Unrest (DC +5): Your spies add 1d3 Unrest in the target kingdom.

Organize Crime Spree (DC +5)

Your agents reduce Economy by 1 and increase Crime by 1 in the target kingdom, which
also loses 1d6 BP from its Treasury.

Sabotage Building or Improvement (DC +5 for Terrain Improvement, +10 for building in a village, +15 in a town, +20 in a city or metropolis)

Your saboteurs damage one building or terrain improvement, rendering it nonfunctional until repaired at half the building cost. If you achieve complete success with three successful checks for this Espionage Edict, you may choose to damage two improvements or buildings or completely destroy one. This has no effect on buildings that provide a Defense bonus.

Spread Rumor and Scandal (DC +5)

Your agents start a whispering campaign that breeds mistrust and gossip, reducing Loyalty and Society by 1 and also decreasing the target kingdom’s Fame or increasing its Infamy by 1.

Risks

If your spies are caught, your kingdom must succeed at a Loyalty check, which is adjusted by all modifiers listed above that applied to the Espionage Edict you attempted.
If the Loyalty check succeeds, your spy is imprisoned or executed but does not reveal your involvement. If the Loyalty check fails, the spy breaks under questioning and tells who sent him and why.
This revelation increases your kingdom’s Corruption and Infamy by 1, decreases your Loyalty by 1, and causes you to gain 1 point of Unrest. In addition, the target kingdom (or other similar group) has its attitude towards you shifted by one step in a negative direction for 1 year. Likewise, citizens of the target kingdom have their attitude shifted towards any PC or NPC affiliated with the government of your kingdom adjusted negatively by one step.
If the target kingdom is one with whom you have an Embassy, Treaty, or Alliance, the above modifiers are doubled and you lose 1d4 points of Fame and must make one Loyalty check each for your Embassy, Treaty, and Alliance. Each failed check causes your kingdom to lose 1 additional point of Fame and cancels your highest Diplomatic Edict with that country. Hence, if you are caught spying upon a country with whom you have an Alliance, one failed check reduces your relationship to a Treaty, two failed checks to an Embassy, and three failed checks causes that kingdom to sever all diplomatic relations with your kingdom).

Festival Edicts

A Festival Edict is a special edict distinct from the broader Holiday Edict. Whereas a Holiday Edict declares days to celebrate on the calendar across the length and breadth of
your kingdom, a Festival Edict is a specific, one-time event (though it could be repeated later) focused in a particular place at a particular time for a particular purpose. A Festival may be called for any reason or for no reason at all and include tournaments, games, music, dancing, feasting, drinking, parades, fireworks or magical displays, and similar entertainments of all kinds, but every one undertaken with special magnificence.
Festival Edicts bring great crowds of people together to celebrate and are normally held in the same hex as a settlement, to facilitate easy access for crowds to reach the festival grounds. Festivals can, however, be hosted at any Landmark special terrain. Festivals may be either civic or religious in nature.

Cost

Festivals require a great deal of resources to pull off. A festival costs 1d2 BP if held at a Landmark in the countryside, 1d4 BP if held in a village, 1d8 BP if held in a town, and 2d6 BP per city district if held in a city.

Benefit

A festival celebrated at a Landmark in the countryside increases the Landmark’s bonus to Loyalty by +1 for 1 year. Festivals celebrated in cities, towns, and villages have the following effects.

Civic Festival

A civic festival celebrates local traditions, events, heroes, or culture, including athletic and artistic competitions. Requires Tavern (village), Theater (town), Arena (city), or Landmark (located in the same hex as the settlement).

Benefit

For one month, your kingdom gains a +2 bonus to Crime and Society, and the civic festival increases the effects (see below) of Arenas, Black Markets, Bordellos, Dance Halls, Gambling Dens, Inns, Luxury Shops, Markets, Monuments, Palaces, Parks, Shops, and Taverns in that city.

Religious Festival

A religious festival produces an outpouring of piety and pilgrimage, sometimes marked with great solemnity and other times with great rejoicing. Requires Shrine (village), Temple (town), Cathedral (city), or Landmark (located in the same hex as the settlement).

Benefit

For one month, your kingdom gains a +2 bonus to Law and Society, and the religious festival increases the effects of Cathedrals, Graveyards, Inns, Luxury Shops, Markets, Monuments, Parks, Shops, Shrines, and Temples in that settlement are increased (see Risks).

Determining Success

When you issue a Festival Edict, make Economy, Loyalty, and Stability checks. If all three succeed, the Festival is a resounding success, doubling the effects of the buildings listed above; in addition, you gain the benefits of an Outstanding Success (01-50), Visiting Celebrity (51-95), or both (96-00) kingdom events.
If two checks succeed, the Festival is a modest success, increasing the effects of the listed buildings by 50% for one month. Total the bonuses for all listed buildings in the settlement together before applying the 50% increase, rounding down; do not apply the 50% increase separately to each building.
When buildings effects are increased (whether doubled or by 50%), this increase includes not only kingdom and settlement attribute modifiers like Economy and Lore; it also includes a doubling of Base Value and magic item creation during that month. This increase allows a settlement to exceed the normal maximum Base Value for a settlement of its size (either doubling or increasing it by 50%, as appropriate) for that month. It likewise creates temporary magic item slots that are filled immediately and can be used just like any other magic item slots in the kingdom. However, any magic items created in this fashion are available only during the month of the Festival Edict and the items and their slots disappear when the festival ends, being taken home by the crafters and merchants who brought them to the festival.
If only one check or no checks succeed, see Risks below.

Risks

Regardless of the overall success of the festival, the great influx of human(oid) and mercantile traffic involved creates the potential for enemy infiltration in the guise of pilgrims and festival-goers, or discord and strife between foreigners and locals or different groups coming together in one place, or just general drunkenness and mayhem should celebrants get out of control and overwhelm the ability of the settlement or the kingdom’s ability to handle so many people in such a small space.
During any month when a Festival Edict is issued, the entire kingdom takes a -2 Stability penalty, and any Stability checks required for the settlement or hex where the Festival is held take a -4 penalty (this does not apply to the Stability check to determine the success of the festival, but it does apply to any kingdom events triggered by the festival).

Unsuccessful Festivals

If only one check succeeds, the Festival is unsuccessful and grants no benefits; in addition, there is a 50% chance that disgruntled citizens issue a Building Demand (as the kingdom event), blaming the lack of success on the absence (or presence, if they demand demolition) of that building.
If all three checks fail, the Festival is a disaster, providing no benefits. The kingdom loses 1 point of Fame and gains 1d4-1 points of Unrest, and disaffected locals bankrupted by the festival and lingering troublemakers in the wake of the festival become Squatters (01-50), Vandals (51-95), or both (96-00), triggering kingdom events of the appropriate type.

Natural 1

A natural 1 is always a failure on any kingdom roll, and each time you roll a natural 1 on any of the three kingdom checks to determine the success of the Festival Edict there is a 25% non-cumulative chance of triggering a dangerous settlement event. This event may be of any type, but only one such event can be triggered, even if you roll more than one natural 1.

Recruitment Edicts

A Recruitment Edict represents your kingdom’s commitment to militarism, whether for aggression or for defense. The published rules allow you to substitute the creation of armies for the founding of settlements as part of your monthly Improvement Edict.
A Recruitment Edict does not replace this rule; instead, it supplements it. It represents another way to build up your military forces, but it also helps define your kingdom’s attitude about its military and the face it presents to the world.
A Recruitment Edict requires a Loyalty check to successfully create an army in any Fort (terrain improvement) or in a settlement with a Barracks (Medium or smaller armies only), Castle, or Garrison. You can create more than one army with a single Recruitment Edict, but each army requires a separate Loyalty check to create, and the DC increases by 5 for each army after the first, and each additional army you raise in a kingdom turn generates 1 point of Unrest.
Mercenaries
In addition to conscripting its own citizens, a kingdom can hire mercenaries, which do not count against its Manpower limit (see below). However, the kingdom takes a -1 penalty to Loyalty for each mercenary army the kingdom employs. This penalty disappears when a mercenary army is destroyed or released from service. If a mercenary army is induced to desert or betray your kingdom by an enemy’s Espionage Edict, your kingdom gains 1 Unrest.
Militarism
As part of a Recruitment Edict, you can shift your kingdom’s attitude toward military service among the citizenry. Changing your level of militarism requires a new Recruitment Edict (you do not need to create a new army) to change militarism by one step. You can change it by more than one step by making a Loyalty check with a -5 penalty for each step beyond the first. If the check fails, your kingdom’s militarism level does not change and you gain 1 point of Unrest for each step that you attempted to shift your militarism level.

Table A5: Recruitment Edicts
Militarism Manpower Elites Fame/Infamy Defense Economy Society
Pacifist 1% 0% +2 Fame -1 +2 +2
Peaceful 5% 0% +1 Fame - +1 +1
Normal 10% 1% - - - -
Aggressive 15% 3% +1 Infamy - -1 -1
Warlike 20% 5% +2 Infamy +1 -2 -2

Manpower
This number represents the percentage of your population that can be recruited as regular army soldiers (2nd level fighters), and the same number that can be recruited as
ordinary militia (1st-level warriors). Hence, in Any armies you recruit over this limit (except for Elites, as described below) are treated as emergency conscripts (1st-level commoners that automatically gain the shaken condition in combat).
In addition to representing the total available soldiers of each type, manpower represents the percentage of your population that you can keep under arms on an ongoing basis without impacting your kingdom’s morale. A kingdom can keep a percentage of its citizens, including all units belonging to all armies, of up to its manpower. For every percentage point above its manpower limit, it takes a -1 penalty to Loyalty checks.
Example
A kingdom with 10,000 people and a normal level of militarism, your kingdom could potentially recruit up to 1,000 soldiers and 1,000 militia. However, since the kingdom’s manpower limit is 10%, if it kept its full complement of 1,000 soldiers and 1,000 militia as a standing army, it would take a -10 penalty to Loyalty checks, since those two armies combined represent 20% of the kingdom’s population. If it maintained 500 soldiers and 500 militia (1,000 total; 10% of its total population of 10,000), it would take no penalty to Loyalty.
If you decrease your militarism level to a level where the standing armies you have in the field exceed your allowed manpower (e.g., if the sample kingdom above shifted to a peaceful level of militarism while retaining a standing army of 1,000 soldiers), you must split, reform, or disband those standing armies to conform to your new militarism level. If you do not do this, your kingdom gains 1 point of Unrest and each army over the limit loses 1 point of Morale for every percentage point by which you exceed your manpower percentage.
Elites
This percentage functions like manpower but represents the total number of your population that can be recruited as 3rd-level warriors or 2nd-level barbarians, cavaliers (including samurai), monks, paladins (including antipaladins), rangers, or rogues (other PC classes may be available at the GM’s discretion). Unlike manpower, you cannot exceed this percentage. Additional elite soldiers simply do not exist to be recruited. At the GM’s option, other PC classes may be recruited as elites.
Higher-level elites (including fighters above 2nd level) can also be recruited, though this reduces the number of available elite soldiers as follows:

Level This Replaces Kingdom Size
3rd 2 Normal Elites 11 Hexes
4th 3 Normal Elites 26 Hexes
5th 5 Normal Elites 51 Hexes
6th 7 Normal Elites 101 Hexes
7th 10 Normal Elites 201 Hexes

An army comprised of characters with PC class levels gains the appropriate special abilities based on the class and level of the characters comprising it, as described in Pathfinder Roleplaying Game Ultimate Campaign.
Building Requirements
Recruiting elite soldiers must be done in a settlement, not a Fort, and requires one or more additional buildings to be present in that settlement, in addition to a Barracks, Castle, or Garrison.

Alchemist Alchemist
Antipaladin Military Acadamy plus Cathedral or Temple, kingdom alignment CE or NE
Barbarian Tavern
Bard Bardic College
Cavalier Military Academy, Noble Villa, or Stable
Cleric Cathedral or Temple
Druid Sacred Grove and Military Academy
Fighter Garrison or Military Academy
Gunslinger Exotic Artisan and Military Academy
Inquisitor Temple plus Courthouse or Town Hall
Magus Magical Academy and Military Academy
Monk Foreign Quarter or Monastery
Ninja Foreign Quarter
Paladin Military Academy, plus Cathedral or Temple, kingdom alignment LG or NG
Ranger Menagerie or Military Academy
Rogue Black Market or Gambling Den
Samurai Foreign Quarter plus Military Academy or Noble Villa
Sorcerer Caster’s Tower and Military Academy
Summoner Caster’s Tower and Military Academy
Wizard Magical Academy and Military Academy
Aegis Psionic* Academy and Military Academy
Cryptic Psionic* Academy and Military Academy
Dread Psionic* Academy and Military Academy
Marksman Psionic* Academy and Military Academy
Psion Psionic* Academy and Military Academy
Psychic Warrior Psionic* Academy and Military Academy
Soulknife Psionic* Academy and Military Academy
Tactician Psionic* Academy and Military Academy
Vitalist Psionic* Academy and Military Academy
Wilder Psionic* Academy and Military Academy
*A psionic academy is a reflavoured magical academy. It provides the psionic equivalent of the the magical benefits of a magical academy. For the purposes of increased cost it counts as a magical academy, but does not otherwise count as a magical academy.

Fame/Infamy
Nations known to be aggressive in building their military gain Infamy while peaceful nations gain Fame. This modifier is based on a nation’s current level of militarism and changes whenever militarism does.
Defense
The greater military readiness of a highly militarized kingdom increases the Defense bonus of any fortifications in the kingdom by 1, while the less vigorous vigilance of pacifist kingdoms decreases the Defense bonus of any fortifications by 1. This adjustment applies to the total Defense bonus of a settlement, Fort, or Watchtower, not to individual buildings that combine to provide a settlement’s Defense bonus.
Economy
Peaceful kingdoms are able to devote their efforts toward business and prosperity rather than preparations for war, creating a more robust and diverse economy than highly militarized kingdoms.
Society
Peaceful kingdoms are generally more friendly, tolerant, and open to outsiders than militarized nations, while aggressive kingdoms are less apt to trust foreigners and usually see them as potential threats.

Issuing Edicts

If using the “Who Rolls the Kingdom Checks?” optional rule, the following leadership roles are associated with the edicts listed above:

Consort Endowment Edicts
Councilor Festival Edicts
General Recruitment Edicts
Magister Commission Edicts
Spymaster Espionage Edicts

Investing in the Kingdom

In addition to grants of Building Points from a liege, seizing the assets of a conquered territory, or spending wealth to acquire the assets represented by Building Points, you can facilitate investment in the kingdom in other ways.
Make Building Points a form of treasure
As PCs go through their adventuring careers, not all rewards you hand out need to be in the form of gold, jewels, magic items, and similar portable, easily salable goods. Abandoned fortresses, ruined towns, monster-filled mines, and vast forests are all great places for adventuring, but they are also resources to exploit. Once PCs have completed an adventure in the traditional sense, friendly NPCs might suggest to them that areas cleared of monsters are actually quite valuable, and with time and effort they could put these resources to good use.
Even the goodwill of ordinary commoners they have rescued from monsters and marauders is a part of Building Points, as the willing labor of loyal citizens is what converts raw materials into wealth as they clamor for PCs who have saved them now to lead them. In a campaign where creating a domain is not just possible but encouraged, you need to introduce the idea that things have values beyond a purely cash economy.
The valuables that bandits or monsters might steal are more likely to be these kinds of commodities, assets, and resources than they are sacks and chests of coins and gems. If PCs start to accumulate a substantial amount of nonliquid wealth, they are more likely to want to do something productive with it than if they have to take their hard-earned coin and pour it back into livestock and lumber.
Claiming Titles
Any ruler of a territory as small as one hex can claim any title they wish, so the chief of a small forest village can call himself a king. However, claiming a title that is above the level warranted by your kingdom size usually invites scorn and contempt from nearby kingdoms. If you are using the published Fame and Infamy optional rules, your country takes a -2 penalty to its Fame for each step above your kingdom size of the title you claim (e.g., the ruler of a domain with 30 hexes takes a -4 penalty to his country’s Fame for claiming the title of king, since it is two steps above his current kingdom size).
This penalty is halved if you recant the claimed title and claim one suited to your actual kingdom size. In addition, if your kingdom expands, your penalty for claiming too high a title is reduced to reflect the current difference between your claimed title and your kingdom size. One your territory expands to be large enough to warrant the title you claim, this penalty to Fame disappears.
Optional Rule
Whenever PCs recover a cache of treasure from the lair of a sentient creature, the treasure includes 1d2-1 Building Point worth of goods and materials (1d4-1 Building Points if the creatures are humanoid). For each Building Point, reduce the monetary value of the treasure found (not including the value of magical items or of equipment worn or wielded by the creatures) by 500 gp.
Each Building Point represents 1d4 wagonloads of goods and raw materials. These Building Points are in addition to those that can be gained by selling items and donating the proceeds to the treasury (steps 2 and 3 of the Income Phase).
Make the right to rule a part of the campaign
Once PCs reach 10th level, in the context of the campaign world they have proven their worth and earned the renown that warrants a grant of land to claim, a temple to establish, a wizard’s tower to erect, or a thieves’ guild to seize. PCs should never be obligated to rule, but as well as suggesting in character that it is an expected part of their newfound status as powerful and respected figures in the world as well as offering a tangible inducement.
Optional Rule
At 10th level and above, each PC can claim a one-time award of 1 BP per character level, representing the accumulation of contacts, allies, supporters, fame, goodwill, and even legal claims to territory they have earned in their careers.
Leadership
The Leadership feat provides a character with a cohort, which in addition to being an adventuring sidekick also makes an ideal member of a kingdom leadership team, someone whose loyalty is secure and whose skills can be applied equally well to ruling as to raiding dungeons. More importantly, the Leadership feat grants loyal followers that are willing to devote their service to a PC as well as recruiting others to settle and labor in their master’s name.
Optional Rule
For each character in a kingdom leadership role that has the Leadership feat, the kingdom adds 1 Building Point to its treasury each turn, representing the great
productivity of their faithful followers.

Cities, Towns, and Villages

For a kingdom to grow, it must be able to cultivate great cities to serve as the linchpins of its trade, culture, and productivity. Even in the most rural of nations, a great many of its citizens congregate in its urban centers, and here also its armies muster and train, its culture blossoms, and its future is forged. Its population base is rooted in all hexes it claims, with its rural populations forming a foundation for the advancement of its cities.

Population

The actual population of your country does not affect your kingdom statistics within the published rules, and the system for tracking population there is generic and simple but not entirely satisfying. Every hex, from farmlands to mountains to swamps to open ocean, adds a fixed amount of population, as does every square of a city whether it holds sprawling tenements or a graveyard. If you prefer a more nuanced version to track the growing population of your country and your cities, especially if you want to use the new Recruitment Edict and Manpower rules contained in this product, you can use the following system to determine the base population of each type of terrain in the hexes you claim, as well as the effect on that base population when you spend building points to improve that hex.

Table C1: Population by Terrain Type
Terrain Population Danger
Cavern* 25 +20
Cold 25 +10
Desert 25 +5
Forest 50 +5
Jungle 25 +15
Hills 50 -
Mountains 25 +10
Plains 100 -
Swamp 25 +10
River x2 -
Coastline x2 -
Deep Water - +5
Cities see Cities, Towns, and Villages below
*A cavern is a large system of caves and underground passages and can be found in any terrain except Swamp.
It functions as an additional hex that exists underground, below the hex on the surface.
Improvements Population Danger
Aqueduct - -
Bridge +25 -
Canal +25 -
Farm +100 -
Fisheries +50 -
Fort +50 -10
Highway +25 -5
Mine +25 +5
Quarry +25 -
Road - -
Sawmill +25 -
Watchtower +25 -5
Cities see Cities, Towns, and Villages below

Population
The base population within a claimed hex. This population is doubled if the hex contains a river or a coastline and tripled if it contains both a river and a coastline. This population does not include the inhabitants of any cities.
Danger
This modifier indicates an increase in the chance of random encounters in a hex of this type. In addition, you may add this to the roll to determine the type of kingdom event occurs, assuming that higher numbers indicate increased severity.

Developing Settlements

There is a certain suspension of disbelief that can be lacking in the official rules for kingdom-building, a sense that settlements do not spring up organically but rather are constructed by selective cherry-picking of a few key building types. The latest version of the kingdom-building rules take some steps to counter this phenomenon, such as allowing the upgrading of existing buildings, where a Shrine can grow into a Temple and eventually a grand Cathedral, rewarding players who want to build their kingdom from the ground up. This represents a shift from the original rules, which favored building backwards with the largest buildings being constructed first in order to reap discounts on smaller buildings that logically should have preceded them. These rules extend that principle beyond the individual building level and into how players can begin laying out their settlement on the abstracted district grid.
The rules presented here offer an alternative method for growing the cities in your kingdom, which is founded on the simple proposition that every city starts as a village, and that growth of that village proceeds naturalistically into a town, and thence to a city and a great multi-district metropolis. In a village, it is simply not possible to muster the local logistical support and the willing cooperation of the first settlers to create strange and unbalanced settlements built of nothing but Caster’s Towers, Dumps, and Graveyards, or whatever the most optimal mechanical combination of buildings might seem to be. Instead, these rules help provide a naturalistic evolution of your settlements and the buildings therein.
Villages
When a settlement is founded, it begins its existence as a village, a small group of buildings situated around some appealing natural feature or existing trade-way. Villages may grow slowly, serving as the focus of social and commercial life in rural areas, though they can grow rapidly if your rulers wish. Villages occupy one city square (4 lots) and typically have a population of 200 or less.
Towns
Villages growing beyond their initial square evolve into towns as business increases and more settlers move to
avail themselves of greater opportunities for work, trade, and access to services. Single-family dwellings may soon be outnumbered by crowded apartments built over the top of inns, workshops, or other businesses. Small towns have a population of 2,000 or less, while the largest towns can reach 5,000. Towns can occupy up to four city squares (16 lots).
Cities
Towns whose prosperity allows them to continue expanding grow into true cities, sprawling tangles of streets and buildings where lavish culture walks hand in hand with crime and corruption, balancing industry with education and trade with the lingering vestiges of provincial traditions. Cities occupy a full district grid of nine city squares (36 lots), and a city with multiple districts becomes a metropolis, with population reaching into the tens of thousands and beyond.
Preparing the Site
Once you have chosen your city’s new location, after exploring a hex, clearing it of dangers, and claiming it as part of your kingdom, you need to expend Building Points and spend the time required for the terrain type to prepare the city site. Once you have cleared the site for a village, you need not clear it again as your city grows and expands.
If the hex contains a river or coastline, one or more borders of the district grid can be designated as water borders; record these choices on each border of your district grid. In addition, at the GM’s discretion you may designate any number of lots within your city to contain natural waterways, whether still water ponds or lakes or flowing rivers or canals running through the city. Any waterways that are not designated at the time of the district’s creation must be constructed later on as though they were buildings. If a waterway is adjacent to a border of the district map, you must build Watergates whenever you construct City Walls.
Sharing the Site
A standard hex in the kingdom-building rules is 12 miles across, giving an approximate area of close to 150 square miles. As such, there is plenty of room for a city to coexist with another improvement in the same hex, including farms, mines, roads, canals, sawmills, and quarries.
Base Settlement Statistics
The basic characteristics of each type of settlement are listed below. These are the default statistics for a settlement of the given size, before any buildings are built. Villages tend to be sparsely populated, but population growth accelerates swiftly as cities accrete.

Village
Size 1 square (1-4 lots)
Population Buildings in a village contain half the listed population.
Consumption 1 BP per 2 villages (rounded down)
|City Attributes
-2 (-10 Danger)
Base Value 100 gp (maximum 1,000 gp)
Magic Items 1d3-1 minor
Town
Size 2-4 squares (5-16 lots)
Population Buildings in a town contain the listed population.
Consumption 1 BP per town
City Attributes +0
Base Value 500 gp (maximum 4,000 gp)
Magic Items 1d4-1 minor, 1d3-1 medium
City
Size 5+ squares (17-36 lots)
Population Buildings in a city contain double the listed population.
Consumption 2 BP per city
City Attributes 1 (5 Danger)
Base Value 1,000 gp (maximum 8,000 gp)
Magic Items 1d6-1 minor, 1d4-1 medium, 1d3-1 major
Metropolis
Size 10+ squares (21+ lots). Any city with multiple districts is a metropolis. A city can add an additional district whenever it has filled at least half of its existing lots with buildings, with at least one building in each city square. However, to fulfill the water and sanitation needs of a large city, it must have a river, coastline, canal, or completed aqueduct in the city’s hex in order to grow beyond one district and become a metropolis. Adding a city district to an existing city costs 1 BP.
Population The population of buildings in a metropolis is multiplied by the number of districts in the metropolis (e.g., doubled for a metropolis of 2 districts, tripled for 3 districts, quadrupled for 4 districts). This population increase applies to all buildings in the city.
Consumption: 2 BP per city district
City Attributes: 1 (5 Danger) per city district
Base Value: 1,000 gp (maximum 16,000 gp)
Magic Items: +1 of each type per city district after the first.

City Attributes
The settlement characteristics of Corruption, Crime, Law, Lore, Productivity, and Society are modified as listed depending on the size of the settlement; all settlement characteristics are lower in a small village but intensified the larger a city grows. Danger modifies any die rolls made to determine random encounters or random kingdom events that would occur in the city, assuming that higher numbers represent greater danger in those events or encounters.
Base Value
This number is the price limit below which items that can be assumed to be readily available for purchase (75% likely to be available, rechecking after one month if item is found to be unavailable) in a city, town, or village, up to the maximum listed for each settlement size, regardless of how many building improvements have been constructed that raise the settlement’s base value. Items over this limit can be purchased only at the GM’s discretion.
Magic Items
The number and general strength of magical items that can be found for sale in a settlement of this size in a given month. Certain buildings can add to these totals. The price of these items may exceed the base gp limit. At the GM’s discretion, items unsold each month may disappear (sold to or stolen by unknown parties), remain available, or be replaced by new items.
Optional Rule: Exotic Items
Mundane items of exotic
construction may be limited in their availability as though they were magic items, whether made from special materials like mithral or dragonhide or simply exotic and rare items like Asian-themed weapons in a European-styled milieu, poisons, alchemical items, firearms, and exotic weapons of all kinds may be treated similarly to magical items in order to reflect their rarity. In this case, such items would replace magical items of similar cost; hence, they would usually fill the slots of minor items, or medium items for exceptionally valuable mundane items.
Optional Rule: Limited Consumables
A quirk exists in the standard method of assigning magical item values and using that as the means test for whether magical items are available, and that is in the realm of consumable magical items such as potions and (especially) scrolls.
By rule, unless those spells have a costly material component, their price is figured by a simple formula of caster level times spell level times 25 gp (for scrolls; double that for potions, but with their spell level capped at 3rd in any case). Scroll spells like gate,
true resurrection, and wish are still fabulously expensive, but that is mostly because of their included material component cost; a scroll of implosion, mass heal, meteor swarm, or weird costs less than 4,000 gp. This price would classify it as a minor magical item if following the same pricing rules as other items; it’s less expensive than a +2 shield or boots of striding and springing.
For many GMs and players, however, there is something rather jarring about the idea of walking down to the corner Magic Shop and buying a scroll penned by a 17th-level caster, when no such caster is known to exist for a thousand miles in any direction. Some possible solutions could include -
Cap Consumables at Caster Level
Any potion, scroll, or wand purchased in a settlement cannot use a spell that is beyond the highest level of spell available from NPC casters in that settlement.
Enforce Item Categories
Consider the item categories for potions and scrolls as they are laid out in Pathfinder Roleplaying Game Ultimate Equipment. Those categories have some overlap but give the following level spreads:

Item Category Spell Level
Minor potion 0-2nd
Minor scroll 0-3rd
Minor wand 0-2nd
Medium potion 2nd-3rd
Medium scroll 2nd-5th
Medium wand 2nd-3rd
Major potion 2nd-3rd
Major scroll 4th-9th
Major wand 3rd-4th

Following the above categories, you can rule that only categories of items capable of being manufactured in a city are considered freely available (i.e., with the standard 75% chance to be found for sale). If a settlement produces only minor items, then only minor potions, scrolls, and wands are readily available for purchase. Potions and wands above 2nd level and scrolls above 3rd level are simply not available regardless of whether their standard price is below the settlement’s base value.
Restrict Caster Level
The two options listed above help control the spell level for consumables, but that is only part of the issue. A scroll of greater magic weapon is a 3rd level spell with a caster level of 5, granting a +1 enhancement bonus to a weapon for 5 hours. However, the same scroll with a caster level of 20 grants a weapon a +5 enhancement bonus for 20 hours and costs only 1,500 gp.
By rule, this item should be easy to purchase in almost any town of consequence, much less a bustling city. However, the availability of scrolls scribed at 20th level presupposes the existence of 20th-level casters spending their time scribing scrolls for sale.
If that stretches your suspension of disbelief, it is entirely reasonable to stipulate that items available for purchase are always created only at their standard caster level and that custom items that exceed this limit are not commonly available, though they could show up as items using the magic item slots of buildings in that settlement, including through the use of a Commission Edict.
However, in this case it is still reasonable to restrict the caster level of available items to the minimum caster level required to cast spells of the maximum NPC caster level present in the settlement, with a maximum of 15th level for settlements where 8th level spellcasting services are available. PCs crafting their own items, of course, are always free to craft them at any level desired based on the standard item crafting rules.
Optional Rule: Secret Sales
Magic items may be difficult
to locate, as trade in them might be conducted more often through brokers and consignments than through direct purchase; after all, magic item crafters have ample reason to fear theft or violence and would tend to be reasonably paranoid about conducting their business in person. In any case, trying to find particular items for purchase could require a Diplomacy check to gather information (DC 15 + the item’s caster level, +5 for medium items, +10 for major items; -5 for potions and scrolls), with each attempt to find an item taking 1d4 hours.
Optional Rule: Spellcasting Services
The level of available
spellcasting by NPCs is not restricted in the published rules. The Pathfinder Roleplaying Game Core Rulebook contains simple price formulas for purchasing spellcasting services from NPCs, whether in the form of magical scrolls or simply payment for casting, but there is nothing officially restricting the level of caster available other than GM fiat.
The Pathfinder
Roleplaying Game Gamemastery Guide Settlement rules contain guidelines for available spellcasting in a given settlement based on its size, from tiny thorp to a bustling metropolis, and you can certainly use those rules to determine the level of spells available for casting, determining the population of your settlement and using the tables provided.
The kingdom-building rules, however, provide a malleable system for building cities that are more or less magically inclined, and so cities built using these rules will not necessarily produce the typical or average results when it comes to caster availability, just as they follow the kingdom rulership system’s rules for producing magical items rather than the arbitrary figures for settlement size described in the Gamemastery Guide.
To have spellcasting services depend on the buildings constructed in a settlement, you can instead use the following rule. At baseline, no NPC spellcasting is available. However,
constructing certain buildings can increase the caster level in the settlement where they are built. Constructing an Alchemist, Bardic College, Sacred Grove, Shrine, or Temple increases the level of spells by 1, while building a Caster’s Tower, Cathedral, or Magical Academy increases the available level of spells by 2. Each building of a given type can only
increase caster level in its settlement once, regardless of how many are built. However, if a Library or Observatory is constructed adjacent to one of the above buildings, it increases that building’s spell level increase by one. A Library and Observatory can increase the caster level in a city only once each. If it is adjacent to two buildings that increase spellcasting, its benefit applies to only one of the buildings.
Regardless of how many buildings are constructed, villages cannot provide NPC spellcasting services greater than 3rd level spells, towns no greater than 5th level, and cities no greater than 8th.

Using The District Grid To Make Your City

The district grid is arranged into nine squares, each containing 4 lots, for a total of 36 lots. One key point to emphasize is that this grid does not mean that every city is designed as a literal square. The grid is a tool for organization, not really a map or visual snapshot of your city. It allows you to quickly reference the important buildings and neighborhoods in your city. Even the cut-out counters provided within the rules are intended more to represent the relative importance of the various buildings they construct, which may be much larger than their physical size. Look no further than the Black Market; would a secret hidden market for fencing and smuggling stolen goods really be a massive building a quarter of a mile long? Again, the Building Points you spend to create such buildings and the “space” they take up on your city map represent the total investment in material and human(oid) resources that go into setting up and maintaining the ongoing business of that square, including dwellings for people that work there, goods to buy and sell, bribes and taxes to pay, and all the necessities of everyday life.
That said, you of course can use the city grid as a map if you wish. The size estimate for city lots in the published rules is quite generous at 750 feet on a side. If you would like your city lots to represent actual lots and the streets and alleyways actual thoroughfares, a size estimate for each lot of around 200 feet on a side is much closer to the historical realities of medieval Europe, with each lot covering about an acre of land.
Even so, bear in mind that although the cut-out images usually show a single building, each lot that you create typically reflects far more. A great cathedral like Notre Dame de Paris really would cover a two-acre span of two lots, but most lots with a House would include a dozen petty merchants and shopkeepers hawking their wares. The edge of the district grid could represent a river, city wall, or even a natural cliff, but it could also represent the edge where the city ends its construction or continues uninterrupted into another district.
When using the district grid as a map, it may be more visually interesting to cut each four-lot square apart, rearranging those squares into whatever orientation or shape that matches the geography you and your players envision for the city. It may be laid out around a crescent-shaped harbor, stretched out along a great causeway or a rugged peninsula, or even split in two by a waterway down the middle. However you arrange the city’s squares, remember that it is a tool for organization, not a straightjacket on your creativity.

Buildings

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-lot and four-lot 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.

Table C2: Building Characteristics
Building Name Construction Pop. Fame Type Discount
Academy 6 BP/9 months 100 yes town
Aerie 6 BP/3 months 10 - town
Alchemist 6 BP/3 months 10 - town
Arena 4 BP/10 months 100 yes city Dance Hall, Inn, Stables, Theater
Assembly 5 BP/6 months 50 yes city Bureau
Bank 4 BP/7 months 10 - city
Bardic College 5 BP/8 months 50 yes city Library, Museum, Theater
Barracks 6 BP/1 month 20 - village
Baths 4 BP/1 month 20 - town
Black Market 10 BP/5 months 20 - city
Brewery 6 BP/1 month 20 - village
Brickyard 4 BP/4 months 50 - village
Bordello 4 BP/1 month 20 - town
Bridge 6 BP/1 month - - town
Bureau 5 BP/2 months 20 - city
Caster’s Tower 6 BP/5 months 10 - town
Castle 5 BP/12 months 200 yes town
Cathedral 5 BP/12 months 100 yes city Academy, Graveyard, Temple
Cistern 6 BP/1 month - - town
City Walls 2 BP/1 month - - village
Colossus 5 BP/12 months - yes city Lighthouse, Monument, Observatory, Park
Courthouse 4 BP/4 months 20 - town Jail
Crematorium 4 BP/1 month 10 - town
Dance Hall 4 BP/1 month 30 - villlage
Dump 4 BP/1 month 10 - town
Exotic Artisan 5 BP/2 months 10 - town
Foreign Quarter 5 BP/6 months 100 city
Foundry 4 BP/4 months 50 - town Smithy
Gambling Den 5 BP/2 months 20 - town
Garrison 5 BP/6 months 200 - town Barracks, City Wall, Watchtower
Guildhall 6 BP/6 months 100 - town Trade Shop, Warehouse
Granary 5 BP/2 months - - village
Graveyard 4 BP/1 month - - village
Hanging Gardens 4 BP/12 months 20 yes city Menagerie, Monument, Park, Sacred Grove
Herbalist 6 BP/2 months 10 - village
Hospital 5 BP/6 months 100 - city
House 4 BP/1 month 50 - village
Inn 5 BP/2 months 30 - village
Jail 7 BP/2 months 50 - village
Library 4 BP/2 months 10 - village
Lighthouse 6 BP/4 months 10 - town Pier
Lumberyard 6 BP/2 months 50 - village
Luxury Stor 7 BP/4 months 10 - town
Magic Shop 6 BP/11 months 10 - city
Magical Academy 6 BP/10 months 50 yes city Caster’s Tower, Library, Magic Shop
Mansion 5 BP/2 months 30 - village
Market 6 BP/8 months 100 - town Inn, Shop, Tavern
Menagerie 4 BP/4 months 100 yes city
Military Academy 6 BP/6 months 100 yes town Barracks
Mill 4 BP/2 months 20 - village
Mint 6 BP/5 months 10 yes city
Moat 2 BP/1 month - - village
Monastery 4 BP/4 months 50 - village
Monument 6 BP/1 month - - village
Museum 6 BP/5 months 20 yes town
Noble Villa 6 BP/4 months 50 yes town Exotic Artisan, Luxury Store
Observatory 3 BP/4 months 10 - city
Orphanage 4 BP/2 months 50 - city
Palace 6 BP/18 months 200 yes city Mansion, Mint, Noble Villa
Park 4 BP/1 month - - town
Paved Streets 4 BP/6 months - - city
Piers 4 BP/4 months 20 - village
Sacred Grove 4 BP/3 months 10 - village
Sewer System 4 BP/6 months - - city Cistern, Dump
Shop 4 BP/2 months 20 - village
Shrine 4 BP/2 months 10 - village
Smithy 6 BP/1 month 10 - village
Stable 5 BP/2 months 10 - village
Stockyard 5 BP/4 months 100 - village Stable, Tannery
Tannery 6 BP/1 month 20 - village
Tavern 6 BP/2 months 20 - village
Temple 4 BP/8 months 50 - town Graveyard, Shrine
Tenement 1 BP/0 months 100 - town
Theater 4 BP/6 months 50 - town Exotic Artisan, Inn
Town Hall 6 BP/4 months 50 - town Cistern, Courthouse, Dump, Jail, Monument
Trade Shop 5 BP/2 months 10 - village
Tunnels 8 BP/2 months - - town
University 6 BP/13 months 200 yes city Academy, Bardic College, Library, Magical Academy, Military Academy, Museum, Observatory
Warehouse 8 BP/2 months 20 - town
Watchtower 6 BP/2 months 20 - village
Waterfront 6 BP/15 months 200 - city Black Market, Guildhall, Market, Piers, Warehouse
Watergate 2 BP/1 month - - town
Waterway 3 BP/1 month - - town
Windmill 8 BP/2 months 10 - village

Construction
: The published rules assume that all buildings
are constructed more or less instantaneously, in the same
month that they are paid for with Building Points as part of
an Improvement Edict. In you wish to increase verisimilitude,
however, these rules assume that buildings take a certain
amount of time to construct, staff, and put into operation.
The numbers listed above give a construction time for each
building, counting from the month that an Improvement
Edict is issued to construct it. The building’s bonuses and
modifiers go into effect immediately in the month in which
construction is completed. Hence, if the Improvement Edict is
issued in March and the building takes 1 month to complete,
it is finished in April and its modifiers apply to kingdom
turn activities and any other game effects starting in April.
A building taking 4 months to complete would be finished in
July and its modifiers would apply then.
Population
: Each time you construct a building of this
type, add the listed population to the city’s population.
As described above, note that this number is halved for buildings in a village and doubled for buildings in a city or
metropolis. These population figures include workers who
live in and around a building.
Fame
: Construction of a building of this type brings
notoriety and acclaim to the kingdom, but these buildings
are also expensive to maintain. For each building of this
type, the kingdom gains 1 point of Fame, but the kingdom’s
Consumption also increases by 1. If the building’s Consumption
is not paid, the Fame bonus is lost. If you are not using the
optional Fame and Infamy rules, ignore this column.
Type
: Not every kind of building can be constructed in a
tiny village. Sometimes the infrastructure and manpower
needed to establish and maintain such a building simply does
not exist. Only buildings marked village can be constructed
in a village. When the village expands into a town, it can still
construct village buildings as well as having new options
to construct town buildings. A city, of course, can construct
buildings of any type. For ease of reference, a compilation of
buildings suitable for each settlement type is listed here:
Village: Barracks, Brewery, Brickyard*, City Walls, Dance
Hall, Granary, Graveyard, Herbalist, House, Inn, Jail, Library,
Lumberyard*, Mansion, Mill, Moat, Monastery, Monument,
Sacred Grove, Shop, Shrine, Smithy, Stable, Stockyard,
Tannery, Tavern, Trade Shop, Watchtower, Windmill
Town: Academy, Aerie, Alchemist, Baths*, Bordello*, Bridge,
Caster’s Tower, Castle, Cistern, Courthouse, Crematorium,
Dump, Exotic Artisan, Foundry, Gambling Den*, Garrison,
Guildhall, Lighthouse, Luxury Store, Military Academy,
Museum, Noble Villa, Park, Temple, Tenement, Theater, Town
Hall, Tunnels, Watergate, Waterway, Wharehouse
City: Arena, Assembly, Bank, Bardic College, Black Market,
Bureau, Cathedral, Colossus*, Foreign Quarter, Hanging
Gardens*, Hospital, Magic Shop, Magical Academy, Menagerie,
Mint, Observatory, Orphanage, Palace, Paved Streets, Sewer
System, University, Waterfront
Discount
: Presented here for easy visual reference is a
listing of buildings for which a discount applies after having
constructed a building of the appropriate type. As described in
the published rules, each discount reduces the cost in Building
Points of the companion building by half, but this discount
applies only once. If two buildings provide a discount on the
same type of building, those discounts apply separately; they
cannot be combined.

City Walls and Moats
City Walls and Moats do not occupy any space on a district map;
instead, they exist along one or more sides of a city district. As
described above, of course, this is an abstraction. Building just
one City Wall does not mean that you actually have a square
city with a wall on one side of it and no defenses on the others.
Instead, each City Wall is an abstracted measure of its perimeter
fortifications. A single City Wall might be a rampart and
palisade, a second a stout curtain wall, a third buttresses and
plinths to reinforce the wall, and a fourth covered battlements,
embrasures, arrow slits, and machicolations. Building City
Walls and Moats reflects the total investment in the outer
defenses of a settlement, and larger settlements require a larger
expenditure to protect and patrol a larger perimeter.
If you are using the optional Cities, Towns, and Villages rules,
a single City Wall or Moat is sufficient to surround an entire
village, and further such defenses cannot be built. A town can
support two City Walls or Moats, and a full-sized city can of
course incorporate four City Walls or Moats, one for each border
of the district map. A metropolis can support four City Walls or
Moats on each district map, although internal borders where one
city district abuts another share any City Wall and Moat along
that border; the bonuses for any mutual wall apply only once to
the city’s Defense modifier, not once for each city district. Such
internal fortifications partition a city into sections and provide
greater security should one part of the city be breached.
Optional Rule
: While internal City Walls and Moats do
provide greater security, it’s also reasonable to assert that they
constrain the free flow of people and goods through a city as
they must pass through bottlenecks at gates, drawbridges, and
checkpoints, restrictions that do not exist in an open city. As a
result, a kingdom takes a -1 penalty to Economy for every four
City Walls and/or Moats in the kingdom. By the same token,
the greater safety provided by such fortifications grants a +1
bonus to Stability for every four City Walls and/or Moats in the
kingdom. You could apply this bonus generally to all Stability
checks, or you could restrict it solely to Stability checks made
to quell or resist dangerous kingdom events.

Neighborhoods

While the idea that a “building” in the kingdom-building sense is
an abstraction that includes homes, businesses, and all manner of
supportive activity makes sense, it still feels a bit awkward when
your mind may conceive of mixed-use development of houses
and businesses growing up side by side. If so, you can construct
your city squares in the form of neighborhoods. A neighborhood
must contain at least one lot with Houses or Tenements and
cannot contain any buildings that take up more than one lot.
If these conditions are met, any of the following buildings can
be constructed on the same lot that contains a lot of Houses or
Tenements: Alchemist, Baths, Black Market, Bordello, Exotic
Artisan, Dance Hall, Herbalist, Inn, Luxury Store, Magic Shop,
Shop, Stable, Tavern, Trade Shop.
The following buildings cannot be constructed in a
neighborhood with Houses, but can be constructed in a
neighborhood with Tenements: Barracks, Crematorium, Dump,
Graveyard, Jail, Tannery.

Customizing Buildings

The kingdom-building rules generally do not support creating
custom buildings, as the potential for min-maxing is high with
such rules. However, Endowment Edicts can be used to create
more splendid and glorious versions of standard buildings
(if they are suitable for endowment). It is certainly possible
to attach your own flavor text to buildings you create, like
“The Basilica of St. Stephen” instead of “Cathedral” or “The
Golden Crocodile Tavern” instead of Tavern or the “Tomb of
the Unknown Paladin” instead of Monument. This does blur
the line a bit between lone buildings and city-building “lots,”
however. While some of the larger buildings might in fact be
standalone buildings, like an Arena, Castle, or Cathedral, for
the most part a lot of buildings is assumed to contain numerous
buildings of a similar kind clustered together, along with living quarters for many of their patrons and proprietors. An “Inn”
filling a lot is not a single sprawling structure covering 40,000
square feet (assuming you use the suggested 200-foot squares
in this product; the officially published lot size of 750 feet
produces an area for each lot of over half a million square feet),
but perhaps a dozen or more similar businesses all devoted
to a similar trade. While this would seem to militate against
using one business’ name for the whole business district, the
level of abstraction in the kingdom-building rules cuts both
ways. The district could simply be named after the largest
and most prosperous business of its kind, or you could simply
treat any proper name you give it as the name of the district or
neighborhood as a whole. In many real-world cities, a particular
street or park may lend its name to the entire neighborhood
of which it is a part. This works just as well when creating a
fantasy city, especially if you develop squares of similar lots
together to form cohesive, natural parts of your city.

Duplicate Buildings

Nothing strains credulity like repeatedly constructing the
same maximally efficient building over and over again. As
simple countermeasure to represent the diminishing returns
on such a strategy, once a building of a given type has been
constructed in a city district, any additional buildings of
the same type cost 50% more to build in that district. This
increase does not apply to Bridges, City Walls, Houses, Moats,
Parks, Tenements, and Waterways.

Impassable Buildings

Given the generally abstract nature of the district grid, it is safe
to assume that people traveling through a city can pass through
lots containing most kinds of buildings. Small alleyways and
avenues are implicitly present in most lots, but this is not true
of all buildings. Some, either because of their massive and
monolithic scale, or because they are by their nature secured
buildings, compounds, or otherwise restricted areas that do not
allow trespassers to simply wander through. If using a city grid
as a navigational aid or a map-like representation of your city,
the following building types should be considered impassable:
Arena, Bank, Barracks, Castle, Garrison, Jail, Mansion, Military
Academy, Mint, Noble Villa, Palace, Waterway. Creatures
moving through a city must move around the perimeter of these
lots and cannot move through them.

Wooden Buildings

Stone is assumed to be the default building material in the
published rules (including brick and similar materials), but it
is certainly possible to construct most buildings out of wood.
The BP cost of a wooden building is half normal if using the
standard published rules. If using the Construction rules in
this product, this is best represented by reducing the number
of months required to construct a building in half (rounding
down). If the building can normally be built in just one
month, this results in a construction time of zero months; this
allows the building to be completed immediately (i.e., in the
same month the Improvement Edict is issued to build it) and
the cost is halved (rounding down). The following buildings
cannot be made of wood: Brickyard, Castle, Cistern, Colossus,
Crematorium, Dump, Foundry, Graveyard, Moat, Park, Sacred
Grove, Waterway. Tenements are always considered wooden
buildings, but their construction time is unaffected.
Wooden buildings are considerably more fragile than stone
buildings. Their Defense value is halved (rounding down), and
wooden buildings impose a -10 penalty on Stability checks
or other kingdom rolls to prevent damage or destruction.
Buildings made of wood cannot provide Fame and cannot be
the subject of an Endowment Edict.

Building Types

The published rules provide a wealth of
buildings, but if there is one thing you can never have
enough of, it’s fun options for customizing your city with both
magical and mundane enhancements.

WILL INCLUDE ALL BUILDINGS EVENTUALLY

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.
Aerie 18 BP 1 Lot
Kingdom Stability +2, Unrest -1
Special Defense: 1 (2 in hills (with a river or coastline) or mountains) Special: +2 bonus to Stability checks against Monster Attacks involving flying creatures
A specialized tower suitable for raising and training hunting and message birds as well as stabling flying mounts
Assembly 30 BP , 2 Lots 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. Baths 4 BP , 1 Lot 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. Shannon Louden (order #5236832) 24 Shannon Louden (order #5236832) 25 Bordello 4 BP , 1 Lot Kingdom: Economy +1, Loyalty +1 Settlement: Corruption +1, Crime +1, Society +1; Infamy +1 per 3 Bordellos or Gambling Dens Special: Each Bordello causes a -1 penalty to Stability checks to resist Drug Den and Plague events. A place where carnal entertainments can be had, including lurid performances as well as personal services. Brickyard 16 BP , 2 Lots Kingdom: Economy +1, Stability +1 Settlement: Productivity +1 Special: The cost to construct Quarries in the settlement’s hex or adjacent hexes is reduced to 6 BP. In addition, Quarries in those 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. Coloss us 60 BP , 4 Lots 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 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 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. Gambling Den 10 BP , 1 Lot Kingdom: Economy +2, Unrest +1 Limit: Adjacent to 1 House Settlement: Corruption +1, Crime +1 Special: Base value +500 gp; Infamy +1 per 3 Bordellos or Gambling Dens Special: Each Gambling Den causes a -1 penalty to Stability checks to resist Drug Den events. Magic Items: 1 magic item (roll d% to determine type: 01-80, minor item; 81-98, medium item; 99-100, major item) An illicit place for games of skill and chance, wagering all manner of stakes. Hanging Gardens 48 BP , 4 Lots Kingdom: Economy +2, Loyalty +2, Fame +1, Unrest -2 Discount: Menagerie, Monument, Park, Sacred Grove Limit: 1 per settlement Settlement: Lore +1, Society +2 Special: Reduces Consumption in the city by 1 A magnificent set of urban gardens, arboretums, and conservatories for the enjoyment of the nobility and common folk alike, containing both decorative and edible plants as well as elaborate public artworks, statuary, and water features. Lighthouse 24 BP , 1 Lot 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 12 BP , 2 Lots Kingdom: Economy +1, Stability +1 Settlement: Productivity +1 Special: The cost to construct Sawmills in the settlement’s hex or adjacent hexes is reduced to 2 BP. In addition, Sawmills in those hexes generate 1 additional BP for every 2 Sawmills. If a Sawmill is adjacent to two settlements with Lumberyards, only one Lumberyard may benefit from that Sawmill each kingdom turn. A mill and carpentry works for producing precut logs, boards, and wood products for construction. Shannon Louden (order #5236832) 26 Sacred Grove 12 BP , 1 Lot Kingdom: Loyalty +1, Stability +1, Unrest -1 Limit: Adjacent to Park or to city district border with no City Wall or Moat Magic Items: 1 minor item Settlement: Society -1 Special: +2 bonus to Stability checks against Crop Failure events or Monster Attacks involving animals, plants, or fey Special Each Sacred Grove provides a +1 bonus to Stability checks to resist Plague events. A bastion of the old druidic nature religions, often centered on runic megaliths and stone circles. Tunnels 8 BP 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. Warehouse 8 BP , 2 Lots Kingdom: Economy +1 Limit: Adjacent to a water border or a Guildhall, Market, Pier, Trade Shop, or Waterfront Settlement: Productivity +1 Special: A Guildhall or Waterfront provides a discount on constructing a Warehouse. A cavernous structure or cluster of buildings for storage and transfer of trade goods. Windmill 6 BP , 1 Lots 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.

WILL INCLUDE ALL BUILDINGS EVENTUALLY

Magical Improvements

While fantastically expensive, in a fantasy
world it is only to be expected that certain wealthy
and powerful cities might create permanent enchantments to
enhance their city. The published rules incorporate magical
fountains and streetlamps as two examples of this, but certain
magical spells can also be made permanent.
Animated Automation (5 BP per building or 25 BP per hex)
:Permanent animated objects can be used to replace living
laborers. While they cannot perform complex tasks, they have
great strength and endless stamina. Local citizens may resent
the automation of labor cutting into their job opportunities.
Effect 1 Fame. Animated objects in a city must be assigned
to a specific building that provides a bonus to Productivity.
They provide the following additional settlement modifiers: +1
Economy, +1 Productivity, -1 Loyalty. Alternatively, animated
objects can be assigned to a hex with a Farm, Mine, Quarry,
or Sawmill. In such hexes, animated objects usually work
alongside human(oid) laborers, replacing or supplementing
pack animals or operating heavy machinery. Constructs in
these hexes provide +1 additional BP of revenue (or increase
Consumption reduction of a Farm by 1). Prerequisite Cathedral
or Magical Academy.
Deathless Laborers (2 BP per building or 10 BP per hex)
:While incapable of skilled labor, mindless undead created
with animate dead are utterly tireless in performing simple,
repetitive tasks. Animated skeletons and zombies can be
created and tasked to perform such simple labor, increasing
economic productivity but making the general populace
nervous about the possibility of the undead breaking loose
and going on a rampage against the living. Effect Infamy +1.
Deathless laborers in a city must be assigned to a specific
building that provides a bonus to Productivity. They provide
the following additional settlement modifiers: Economy +1,
Productivity +1, Danger +1. Alternatively, deathless laborers can
be assigned to a hex with a Farm, Mine, Quarry, or Sawmill;
undead in these hexes provide +1 additional BP of revenue
(or increase Consumption reduction of a Farm by 1), while
creating +1 Unrest and increasing Danger in that hex by 5.
Prerequisite Caster’s Tower or Temple; Tunnels or Graveyard.
Forbiddance (20 BP per lot, 35 BP per lot with password):
You cover one lot with forbiddance spells, blocking
teleportation or planar travel through that lot as well as
blocking physical entry. Any building in that lot is treated as
an impassable building for creatures whose alignment does not
match the alignment of the deity to whom the Cathedral in the
settlement is dedicated. If a PC or allied NPC is of sufficient
level to cast the requisite forbiddance spells, they may choose
to set a different alignment. By paying a higher BP cost, the
forbiddance effect can include a password allowing differently
aligned creatures to physically enter the area without harm.
This halves the Loyalty and Unrest modifiers. Effect Defense
+2 (
4 vs. extraplanar creatures), Stability +2, Loyalty -2,
Unrest +1d4; the Loyalty and Unrest modifiers are doubled if
the alignment of the forbiddance effect is different than the
kingdom’s alignment. Prerequisite Cathedral.
Hallow/Unhallow (20 BP per lot)
: You can lay a series of
hallow or unhallow spells to cover a lot and the building it
contains. A companion spell can be attached to the hallow/
unhallow, which increases the cost by 20 BP times the level of
the companion spell. The companion spell must be renewed
once per year, requiring the same BP expenditure (but not the
base 20 BP for the hallow/unhallow itself). Effect Fame +1,
Defense +2 vs. evil creatures (or good creatures, for unhallow;
+4 vs. extraplanar creatures and undead), Stability +1.
Prerequisite Cathedral, Sacred Grove, or Temple.
Magical Alarm (5 BP per lot)
: You can place multiple
permanent alarm and/or magic mouth spells on a single
building, helping to guard it against unauthorized entry
without proper passwords or other tokens. Buildings occupying
more than one lot must have magical alarms placed in all lots.
Effect Crime -1, Stability +1. Prerequisite Caster’s Tower.
Permanent Teleportation Circle (30 BP): You can create
a permanent teleportation circle within any one of your
buildings. It allows one-way travel to a specified destination
that cannot be changed, though a second teleportation circle
can be created at that destination point, which can be created
leading back to the point of origin of the first teleportation
circle. A teleportation circle is able to transport one Large
or four Medium or smaller creatures per round but cannot
transport carts, wagons, or other vehicles larger than Medium
size, nor any type of unattended objects. Only objects
carried by the creature(s) triggering the teleportation circle
can be brought through it. Effect Economy +2, Productivity
+1, Society +1. Prerequisite Caster’s Tower, Magic Shop, and
Magical Academy.
Private Sanctum (50 BP per lot)
: You can shroud a city lot
with a permanent magical barrier that blocks divinations
as well as defeating ordinary spying, observation, and
eavesdropping into or within the target lot. While this keeps
secrets secret, it also facilitates backroom dealings within your
own government. Effect Corruption +1, Law +1, and increase
the DC of Espionage edicts against your kingdom by +2 per
block. Prerequisite Caster’s Tower and Magical Academy.

Natural Advantages

Not every city is built on flat, level ground. Historically
speaking, most city sites were chosen because of some form
of advantageous terrain which made the area especially
fertile or defensible. When exploring a hex, either personally
or as part of an Exploration Edict, if your surveyors spend
double the normal amount of exploration time required on
the Terrain and Terrain Improvements table in the published
rules, they can seek out an ideal city site for defense, trade, or
simply abundant production. After this extended exploration,
the explorers must make a Knowledge (geography) check,
dividing the result by 20 (rounding down). The result is the
number of natural advantages they discover at the optimal
settlement site in the hex. If the check result is sufficiently
high to provide more than one natural advantage, you may
select the same advantage more than once; the effects stack.
If no settlement is established in the hex, these natural
advantages confer no benefit.
Fertile Land and Abundant Water
: Situated over clear
natural springs, aquifers, oases, with unusually rich soil, your
settlement has an easy time making the land bloom and grow.
Benefit: Stability +1.
Natural Crossroads
: Situated at the foot of a pass, alongside
a navigable river or deep-water harbor, or sited along a longstanding
trade route, your settlement has a leg up on the
competition in matters of trade. Benefit: Economy +1.
Natural Fortifications
: Situated on a natural rise, or the foot
of a cliff, or a confluence or bend in a river system, your
settlement is easier to defend from attackers. Benefit: Defense +1.

Exotic Settlements

In a fantasy world, part of the fun is having cities that don’t
conform to real-world necessities, or that can take inspiration
from real-world types of cities but elaborate and enhance them
in amazing ways. Fantasy fiction, films, and literature are filled
with exotic cities of earth, sky, and sea, as are decades of fantasy
RPG world-building, and the city templates described in this
section serve to open up the standard kingdom-building and
city-building rules to allow for a variety of unusual settlements.
Constructing an exotic settlement is more challenging than
building a normal city. Preparing a city site prepares only a
single square of 4 lots, representing the first cluster of barges
for a Barge City or terraces for a Cliff Dwelling or caves and
corridors for a Cavern City and so on. Adding a new square of
4 lots to enable buildings to be built requires 1 month of work
and costs 2 BP (4 BP for an underwater city); this counts as
constructing a building for the purpose of the number allowed
by your Improvement Edicts. Once a square is prepared, you
may construct buildings in it normally, subject to the special
rules for each type of settlement.
Barge City
A barge city is made of floats, ships, and barges lashed
together. Barge cities may be transient, drifting through vast
marshes or shallow seas, with buildings coming and going
constantly causing the city to grow and shrink with seasonal
migrations of seafaring folk. The sampan cities of old Hong
Kong, Macao, and Shanghai are good examples, as are the
villages and towns of migratory bargefolk that appear in some
fantasy worlds.
Terrain: Coastline, Marsh, Water
Borders: All water borders.
Limit: First building must be Pier.
Settlement: Corruption +1, Crime +1, Law -1, Productivity
-1, Society +2
Banned Buildings: Brickyard, Tunnels, City Walls,
Dump, Foundry, Graveyard, Lumberyard, Mill, Moat,
Park, Paved Streets, Sacred Grove, Sewer System,
Stable, Stockyard, Tannery
Free Buildings: Bridges and Waterways cost nothing to
construct.
Special: All buildings in a barge city must be wooden
buildings.
Shannon Louden (order #5236832)
28
Causeway City
A causeway city is built up on pilings, piers, long bridges, and
small islets, either natural or artificial, and is typically crisscrossed
with canals. The city is linked to the mainland by a long causeway
that crosses a marsh or open water. The city of Venice or the
ancient city of Tyre are good examples of causeway cities.
Terrain: Coastline, Marsh
Borders: All water borders.
Limit: First building must be a Bridge placed in a
lot adjacent to one of the city’s borders (this space
automatically contains a Waterway).
Settlement: Law +1, Society +1
Banned Buildings: Dump, Lumberyard, Moat, Park,
Sacred Grove, Sewer System, Stockyard
Free Buildings: A causeway city gains one free Moat as a
village, gaining one additional free Moat once it becomes
a town, another on becoming a city, and another for each
city district it adds. No additional Moats can be built.
Waterways cost nothing to construct.
Cavern City
A cavern city is one built underground. Common among
dwarves, drow, and similar deep dwellers, surface kingdoms
can establish cavern cites as well. In some cases they resemble
cities on the surface, constructed within massive vaulted
caverns, often surrounded by fungus farms or smaller satellite
quarries or mines. Other cavern cities, however, are simply
interconnected cave complexes, wherein each city lot comprises
its own warren of caves and chambers, linked by tunnels and
passages to adjacent parts of the city. Some cavern cities are
lit by veins of crystal or luminescent fungi, others by magical
lamps, and some by simple torches and lamps, while those
inhabited entirely by dark-dwelling races may have little use
for lights at all.
Terrain: Cavern, (at the GM’s option, any terrain type
that has the Lair special terrain may connect to a
cavern suitable to build a cavern city)
Borders: No water borders.
Limit: Cavern cities have no streets or alleys and all
buildings are considered impassable buildings. They
can be entered from adjacent buildings, but can only
be exited back into the building lot from which a
creature came. One set of Tunnels must be built for
each square of 4 lots to build the tunnels that allow
passage through and around those lots. Wooden
buildings may not be constructed in a cavern city.
Settlement: Corruption +1, Society +1, Danger +5
Banned Buildings: Aerie, Castle, City Walls, Lighthouse,
Lumberyard, Observatory, Park, Piers, Sacred Grove, Stable,
Stockyard, Tannery, Waterfront, Watergate, Waterway
(allowed in city, but not village or town), Windmill
Free Buildings: A cavern city gains one free City Wall as
a village, gaining one additional free City Wall once
it becomes a town, and another on becoming a city,
and another for each city district it adds. No additional
City Walls can be built.
Cliff Dwelling
A cliff dwelling is built onto and within a cliff, sometimes
either an open cliff face, rift valley, or canyon wall, or beneath
a natural undercut. Anasazi cliff dwellings like those at Mesa
Verde are excellent examples, as are the ruins of Petra in
Jordan, or any number of fantasy canyon cities.
Terrain: Desert, Hill, Mountain
Borders: No water borders.
Limit: Wooden buildings may not be constructed in a
cliff dwelling.
Settlement: Law +1, Society -1, Defense +2 (attackers
with a burrow, climb, or fly speed ignore this bonus;
ranged attacks halve it to +1)
Banned Buildings: Lumberyard, Park, Piers, Stable,
Stockyard, Tannery, Waterfront, Watergate, Waterway
(allowed in city, but not village or town)
Treetop City
A treetop city is built on wooden platforms and frames built
into and spanning between massive forest giants. A handful of
buildings may cluster around the foot of the trees, but most of
the city is raised far off the ground. Treetop cities are popular
among elves, but they also offer solace to other humanoid races
seeking shelter and peace.
Terrain: Forest, Jungle
Borders: No water borders.
Limit: Stone buildings may not be constructed in a
treetop city.
Settlement: Law +1, Lore +1, Society -1, Fame +1, Defense
+4 (creatures with a climb or fly speed ignore this
bonus; ranged attacks halve this bonus to +2)
Banned Buildings: Brickyard, Castle, Tunnels, Cistern,
City Walls, Crematorium, Dump, Foundry, Graveyard,
Lighthouse, Mill, Moat, Paved Streets, Sewer System,
Stable, Stockyard, Tannery, Tenement, Waterfront,
Watergate, Waterway
Underwater City
An underwater city is built beneath the waves, usually as a
home to aquatic races, though surface kingdoms can build
underwater cities if they wish. Underwater cities may be
carved into natural underwater caves and clefts or may be
built up into and upon reefs and rocks in elaborate spires and
nacreous domes.
Terrain Coastline, Marsh, Water
Borders All water borders.
Shannon Louden (order #5236832)
29 Limit The BP cost to construct any building in an
underwater city is doubled unless the kingdom hires
or makes alliance with aquatic creatures to perform
the building for them (this requires a friendly or
helpful attitude, and usually a Treaty obtained with
a Diplomatic edict). In addition, an underwater city
does not normally contain air-filled buildings. Transit
between buildings is by swimming, and creatures
lacking a swim speed consider all buildings in an
underwater city impassable. They can enter buildings
in adjacent lots but can only exit back into the
same building from which they entered. However,
access tunnels can be constructed as if they were
Tunnels. Each set of Tunnels allows free movement
into and through a square of 4 lots, as well as any
adjacent square that also has Tunnels. Any buildings
constructed in an underwater city are likewise
filled with water unless they are made airtight, with
magically or naturally refreshing air sources. This
increases the cost to build any such structure by 50%.
Wooden buildings normally cannot be constructed
in an underwater city, though at the GM’s option an
underwater city woven into a massive kelp bed or
sargasso could be constructed of matted fibers and
fronds functionally equivalent to wood for building
purposes.
Settlement: Corruption +1, Crime +1, Law -1, Productivity
-1, Society +2
Banned Buildings: Brickyard, Bridge, City Walls, Dump,
Foundry, Lumberyard, Mill, Moat, Park, Paved Streets,
Sacred Grove, Sewer System, Stable, Stockyard,
Tannery, Waterfront, Watergate, Windmill
Free Buildings: Waterways cost nothing to construct.
Special: A hex containing an underwater city can also
contain a second settlement of a different type, most
often a barge city (especially in marsh terrain) or
causeway city (more commonly in coastal terrain).
Table D2: Danger Level of Event
d% Event
Less than 1
Reroll* plus bonus event (50% chance of either):
Good weather or Natural blessing (kingdom
events); or, Boomtown or Unexpected find (city)
01-50 Beneficial Event
51-00 Dangerous Event
Over 100
Reroll* plus bonus event (50% chance of either):
Monster attack or Bandit activity (kingdom); or,
Squatters or Vandals (city)

  • Do not apply Danger modifier to rerolls. In addition, if
    the reroll duplicates the bonus event, roll again.
    Kingdom Events
    and Danger Level
    The pu blis hed rules organize kingdom events
    alphabetically, for ease of reference, but one way to
    enhance the variety of events and simulate the varying danger
    between bustling, slum-ridden cities and idyllic pastoral
    towns or between monster-infested swamps and settled farm
    country is to incorporate the Danger modifiers listed above for
    terrain types and settlement sizes. In order for these modifiers
    to make sense, however, we need to reorder the events from
    least dangerous at lower numbers to most dangerous at the
    higher numbers. The tables below allow you to do just that.
    Once you determine whether the kingdom event occurs in
    the countryside (kingdom event) or is focused on a single
    city, town, or village (settlement event), apply the Danger
    modifier for that hex’s terrain type or for that settlement
    to all subsequent rolls to determine whether the event is
    dangerous or beneficial as well as the precise nature of the
    event. Most beneficial events are wholly beneficial, so there is
    no need to apply the Danger modifier; however, some events
    (like Boomtown or Land Rush) do have potential negative
    consequences, so you could choose to apply the Danger
    modifier at the GM’s discretion.
    Table D1: Type of Event
    d% Event
    01-50 Kingdom Event (choose a random hex)
    51-00 Settlement Event (choose a random settlement)
    Table D3: Beneficial Kingdom Events
    d% Event
    01-11 Good weather
    12-23 Food surplus
    24-35 Economic boom
    36-43 Discovery
    45-53 Natural blessing
    54-62 Political calm
    63-69 Festive invitation
    70-76 New subjects
    77-84 Diplomatic overture
    85-92 Archaeological find
    93-00 Land rush
    Shannon Louden (order #5236832)
    30
    Table D4: Dangerous Kingdom Events
    d% Event
    <0><0 no event
    01-10 Building Demand
    11-20 Squatters
    21-27 Crop Failure
    28-35 Inquisition
    36-45 Vandals
    46-53 Drug den
    54-59 Slavers
    60-67 Feud
    68-75 Cultic Activity
    76-83 Sensational Crime
    84-90 Monster Attack
    91-95 Plague
    96-00 Localized Disaster
    100+ Roll twice on the above table, using the more severe of the two results (alternatively, the GM can chose which result to apply). Do not
    apply Danger modifier to rerolls. If both rerolls give the same event, use that event. If a reroll duplicates a bonus event, roll again.
    Shannon Louden (order #5236832)
    31
    Settlement
    Attributes
    The sett lement rules desc ribe a wi de variety of
    settlement attributes that can be used to bring individual
    character and unique flavor to any given settlement that PCs
    encounter. Some of these attributes are quirks of circumstance, a
    particular natural feature or tendency of a certain kinds of folk to
    gather within a city, or a strange magical phenomenon in the
    area. Others are rooted more in the attitudes and activities of
    the people within a city. While these attributes were originally
    intended to bring flavor to existing cities, including ones you might
    randomly place or generate in the course of creating or running
    an adventure, they also offer some interesting possibilities for use
    with the kingdom-building rules. Allowing PCs to pick and choose
    settlement attributes is not the best option, as that route is fraught
    with potential for gaming the system and choosing only the most
    advantageous attributes for the city in question. Even if that were
    not the case, having settlement attributes develop independently
    also introduces another element of uncertainty into the kingdombuilding
    rules, much like kingdom events, which makes the
    process less predictable and more fun.
    Rules associated with many of the settlement attributes noted
    below are found under the settlement rules in the Pathfinder
    RPG Gamemastery Guide and Pathfinder Reference Document.
    The remainder can be found in the settlement rules section of
    d20pfsrd.com.
    Natural Attributes: Natural attributes are not necessarily
    purely natural features, although they may be. In some cases,
    they represent pre-existing landmarks or ruins or favorable
    opportunities for certain kinds of development or habitation.
    When exploring a hex and clearing it to prepare it for founding
    a settlement, have one of the kingdom’s leaders (or the leader of
    a party of explorers sent out with an Exploration Edict) make a
    Knowledge (geography) check. The result of this skill check is the
    percentage chance that the proposed city site contains one of the
    following Natural Attributes. If that percentage or less is rolled, roll
    again on the following table to determine which Natural Attribute
    is present at that city site. The kingdom leader or explorer making
    this percentile roll can adjust the roll up or down by 1 for every 5
    points of their original Knowledge (geography) check.
    Table E1: Natural Attributes
    d% Attribute
    01-10 Abundant
    11-15 City of the Dead
    16-26 Defensible
    27-34 Famed Breeders
    35-44 Majestic
    45-54 Racial Enclave
    55-62 Resettled Ruins
    63-70 Slumbering Monster
    71-76 Small-Folk Settlement
    77-84 Strategic Location
    85-92 Under-City
    93-00 Untamed
    Abundant: The settlement has access to extraordinary natural
    resources: rich farmland, a deep lake, excellent hunting grounds
    nearby or even a convenient source of magical sustenance.
    The local food surplus makes the settlement a major exporting
    hub, and increases the standard of living for its inhabitants.
    Productivity +1. Reduce the purchase price of most forms of
    locally-grown food and livestock by 25% or more.
    City of the Dead: The settlement abuts a massive, historically
    significant graveyard, massive tomb or mausoleum complex.
    Its monuments are well maintained, and a powerful ancestor
    cult exists within the city, either in replacement or addition
    to traditional religions. Productivity 2, Lore +2, Law +1. Add
    the settlement’s Lore modifier to Knowledge (history) and
    Knowledge (nobility) checks.
    Defensible: The settlement is strategically situated to make it
    easier to defend, giving its inhabitants confidence and making
    the settlement a major local trade hub. Corruption +1, Crime +1,
    Productivity +2. Society -1.
    Famed Breeders: The settlement is known for the excellent
    quality of the animals bred there, from the mundane (horses,
    mules, cattle, pigs) to the exotic (talking tigers, Pegasai,
    griffons). People come from far and wide to purchase livestock,
    draft animals, mounts, and animal companions. Increase
    Productivity +1. Increase Base Value and Base Purchase Limit
    by +20% when dealing with mounts and associated gear.
    Characters can purchase mounts or livestock in the settlement
    at a 10% discount.
    Majestic: The settlement is known for its dramatic, sweeping
    architecture, monumental statuary and is built to a scale alien
    to most Medium-sized humanoids. Perhaps the settlement was
    once a domain of giants, or simply a human metropolis hewn to
    an epic scale for the sake of grandeur. Increase spellcasting by
    +1 level. Add +1 to the number of the most expensive category
    of magic items the settlement offers for sale, as determined by
    its size.
    Racial Enclave: The settlement is dominated by a single
    race: a pleasant halfling farming community, an elven capital,
    a collection of half-orc yurts on the open plains, etc. Society
    -1. Members of one or more races, chosen when the settlement
    is founded, is especially welcome in the tight-knit and
    homogeneous settlement. Members of this race can purchase
    goods and services in the settlement at a 25% discount.
    Resettled Ruins: The settlement is built amid the ruins of
    a more ancient structure. The settlement might be little more
    than a collection of tents and yurts erected in ruined plazas, or
    a thriving metropolis whose stones were recycled from longforgotten
    temples and fortresses. While ruins provide a ready
    source of building materials, near-by dungeons to plunder
    and ancient artifacts to explore, they might also provide a
    hiding place for modern dangers or old curses. Productivity
    +1, Lore +1. Add +1d3 to the amount of magic items in any
    category the settlement’s size would allow it to normally offer.
    If the settlement’s size would not normally allow it to have
    magic items of a particular category, it always has at least
    one randomly chosen item of that category for sale. However,
    if a buyer rolls a natural 1 on any Appraise, Diplomacy, or
    Spellcraft check made to examine or purchase a locally bought
    magic item, that item is always cursed.
    Shannon Louden (order #5236832)
    32
    Slumbering Monster: The settlement is home to some form
    of powerful and ancient monster
    a slumbering behemoth,
    a dark god imprisoned by magical means, an ancient warrobot
    kept in stasis, or some other, currently inert threat. The
    inhabitants of the settlement expend vast effort keeping their
    monstrous prisoner contained, and by doing so, they have
    developed an impressive mastery of arcana. Lore +2, Society +1,
    Increase Spellcasting by 2 levels.
    At the GM’s discretion, the slumbering monster might
    be awakened. Doing so removes this quality, and afflicts
    the settlement with the Hunted disadvantage instead. The
    slumbering monster must either be destroyed or re-imprisoned
    by PC actions to restore this quality to the settlement.
    Small-Folk Settlement: This settlement is designed for the
    comfort of a mostly gnome or halfling population. Its doors
    and ceilings are built for the comfort of the smaller races, and
    can be absolute murder on the foreheads of taller humanoids.
    Everything in the settlement, from furniture to forks, is sized
    for small creatures. Law +1, Lore +1. Medium-sized and larger
    creatures treat the Settlement’s Crime and Society statistics as
    a penalty due to their difficulty in maneuvering or sneaking
    around in the miniature Settlement. Small or smaller creatures
    treat the Settlement’s Crime and Society statistics normally.
    Strategic Location: The settlement sits at an important
    crossroads or alongside a deepwater port, or it serves as a
    barrier to a pass or bridge. Productivity +1; increase base value
    by 10%.
    Under-City: The settlement is built atop a dangerous
    subterranean structure, filled with monsters and a haven for
    criminals and outcasts. This under-city might be a massive
    sewer system, disused railway or subway tunnels, ruined and
    forgotten basements or dungeons, or a nearby mine or natural
    cavern system, perhaps even one that descends miles beneath
    the earth. Lore +1, Danger +20.
    Untamed: The area around the settlement is still mostly
    untainted, unclaimed wilderness. This settlement may be a
    remote logging village, a trading post sprung up around a desert
    oasis or a small mountain keep, for instance. When rolling for
    random encounters within the settlement, instead of using an
    urban random encounter chart solely, alternate between the
    urban encounter chart and the wilderness encounter chart
    (or chart) most appropriate to the surrounding terrain. The
    settlement’s Danger rating applies to both encounter charts.
    Attributes and Kingdom Events
    While Natural Attributes are specific to the site where the city is
    created, other Attributes have much more to do with the growth
    and development of the city after its foundation. To incorporate
    these kinds of attributes into the settlements in your PCs’
    kingdom, you can use one of the following methods.
    Replace standard kingdom events: Whenever a standard
    kingdom event would normally occur, use the following table
    to replace Table D2 with Table E2 below to determine whether
    the event is a standard event or whether one of your settlements
    (chosen randomly) gains an attribute.
    Table E2: Events, Danger, and Attributes
    d% Event
    Less than 1
    Reroll* plus bonus event (50% chance of either):
    Good weather or Natural blessing (kingdom
    events); or, Boomtown or Unexpected find (city)
    01-45 Beneficial Event
    46-48 Civic Attribute
    49-51 Attitude
    52 Magical Attribute
    53-54 Disadvantage
    55 Magical Disadvantage
    51-00 Dangerous Event
    Over 100
    Reroll* plus bonus event (50% chance of either):
    Monster attack or Bandit activity (kingdom);
    or, Squatters or Vandals (city)
  • Do not apply Danger modifier to rerolls. In addition, if the
    reroll duplicates the bonus event, roll again.
    Supplement standard kingdom events: Whenever a
    standard kingdom event occurs, there is a 5% chance that
    once the event ends the settlement gains an Attribute. You
    could select an attribute appropriate to the event (such
    as a Boomtown event leading to a settlement becoming a
    Financial Center or Trading Post, or Cultic Activity leading to
    a settlement becoming Superstitious or an Unholy Site), or you
    could roll randomly on the following tables to determine what
    kind of attribute the settlement gains.
    Total Number of Attributes: While the settlement rules
    indicate that even very small settlements can have settlement
    attributes, and a metropolis might have up to six, those
    standardized rules do not take into account the variation in
    how settlements are built and function based on the kingdombuilding
    rules. Hence, it is suggested that a village should have
    no more than one attribute, a town two, and a city three.
    Duration of Attributes: The settlement rules assume that a
    settlement’s qualities or attributes are more or less permanent,
    or that they last for as long as would ever be relevant to the PCs.
    Given the substantial impact that many of these attributes can
    have on a settlement, however, it is suggested that any attribute
    a city acquires should last for one year at maximum, and a
    random duration of 2d6 months is recommended.
    If the GM wishes to allow PCs to neutralize an unfavorable
    Attitude or Civic Attribute, they should make a Loyalty check
    at the end of the Event Phase each month with a 10 penalty. If
    they succeed in this special Loyalty check in three consecutive
    months, the adverse Attitude or Civic Attribute is eradicated
    in that settlement. A less lenient GM might rule that no
    amelioration of such Attitudes or Civic Attributes is possible, or
    could allow such checks with the caveat that each failed check
    increases the duration of the adverse Attitude or Civic Attribute,
    and/or that three consecutive failures causes it to become
    permanent. The ability to mitigate adverse attributes is left to
    the judgment of the GM.
    Shannon Louden (order #5236832)
    33 Attitudes: Attitudes are those attributes that are based on
    conscious or willful choices by the majority of citizens in a
    settlement, becoming ingrained in the policies and politics of
    the place and creating deeply held beliefs and values. Some
    attitudes may be beneficial to a community, but frequently they
    make the city an unpleasant or inhospitable place for those who
    do not share in the attitudes of the general populace.
    Table E3: Attitudes
    d% Attribute
    01-10 Abstinent
    11-20 Decadent
    21-30 Insular
    31-40 Morally Permissive
    41-50 Pious
    51-60 Racially Intolerant
    61-70 Religious Tolerance
    71-80 Romantic
    81-90 Sexist
    91-00 Superstitious
    Abstinent: The settlement religious or moral convictions
    force it to deny some of the world’s more common vices.
    The settlement prohibits a common vice: usually alcohol is
    prohibited, but other abstinent settlements might ban stronger
    drugs, tobacco, prostitution, or even ‘indulgent’ foods like fine
    pastries, meat, or similar. Corruption 2, Law +1, Society -2.
    Special Restriction: Lawful communities only.
    Decadent: The settlement’s vast wealth and proud, ancient
    heritage has made it a haven for corruption and sin. Corruption
    +1, Crime +1, Productivity +1, Society +1, Danger +10. Increase
    Base Purchase Limit by +25%. Special Restriction Evil
    communities only.
    Insular: The settlement is isolated, perhaps physically or
    even spiritually. Its citizens are fiercely loyal to one another.
    Law +1; Crime –1.
    Morally Permissive: Divine indulgence or perhaps just a
    corrupt church selling indulgences has made this settlement
    famous (or infamous) for its lax morals. Select 1d4
    1 acts that
    would normally be considered sinful or immoral; these acts
    are not crimes or sins within the settlement, and committing
    these acts does not violate a paladin or cleric’s moral code,
    so long as the offense is limited to within the settlement’s
    borders. Corruption +1, Productivity +1. Decrease divine
    spellcasting by -1 level.
    Pious: The settlement is known for its inhabitants’ good
    manners, friendly spirit, and deep devotion to a deity (this deity
    must be of the same alignment as the community). Increase
    spellcasting by 1 level; any faith more than one alignment
    step different than the community’s official religion is at best
    unwelcome and at worst outlawed—obvious worshipers of an
    outlawed deity must pay 150% of the normal price for goods
    and services and may face mockery, insult, or even violence.
    Racially Intolerant: The community is prejudiced against
    one or more races, which are listed in parentheses. Members
    of the unwelcome race or races must pay 150% of the normal
    price for goods and services and may face mockery, insult, or
    even violence.
    Religious Tolerance: The settlement is known for its
    widespread religious tolerance, and many faiths have temples,
    cathedrals or monasteries here. Religious debates in the public
    square are common. Lore +1, Society +1. Increase divine
    spellcasting by +2 levels.
    Romantic: The settlement’s inhabitants are renowned for
    their stunning beauty and charm, and the location has been
    made famous in dozens of romantic songs, poems and bawdy
    limericks. Affairs of the heart are common here, among the
    town’s hot-blooded, lusty inhabitants. Society +1. Increase the
    amount of minor magic items available for sale by 50%, as such
    trinkets are a popular, if expensive, token of affection here.
    Sexist: The settlement’s laws have completely disenfranchised
    one gender or the other: the oppressed sex has no more legal
    rights than a pet or a slave, and cannot buy property. While
    within the settlement, members of the oppressed gender cannot
    legally make purchases of items worth more than 5 gp, and are
    usually ignored by the settlement’s inhabitants, and may suffer
    mockery, violence or legal persecution. Society -2.
    Superstitious: The community has a deep and abiding fear
    of magic and the unexplained, but this fear has caused its
    citizens to become more supportive and loyal to each other
    and their settlement. Law +2, Society +2, Crime –4; reduce
    spellcasting by 2 levels.
    Civic Attributes: Civic Attributes are those that reflect the
    general actions and activity of the people of a city in terms
    of how they go about their daily business. Civic attributes
    do not necessarily reflect the majority of common citizens,
    but they represent characteristics that have become strongly
    identified with that community and something for which it
    is well known.
    Shannon Louden (order #5236832)
    34
    Table E4: Civic Attributes
    d% Attribute
    01-04 Academic
    05-08 Artist’s Colony
    09-10 Asylum
    11-14 Cruel Watch
    15-18 Financial Center
    19-25 Free City
    26-29 Gambling
    30-33 Good Roads
    34-40 Guilds
    41-44 Legendary Marketplace
    45-48 Notorious
    49-52 Peacebonding
    53-56 Planned Community
    57-60 Population Surge
    61-65 Prosperous
    66-68 Royal Accommodations
    69-75 Rumormongering Citizens
    76-00 Rural
    81-83 Sacred Animals
    84-86 Therapeutic
    87-91 Tourist Attraction
    92-95 Trading Post
    96-00 Well Educated
    Academic: The settlement possesses a school, training facility, or
    university of great renown. Lore +1, increase spellcasting by 1 level.
    Artist’s Colony: The settlement is renowned for the
    excellence of its local artists, performers and craftsfolk.
    Productivity +1, Society +1. Add the settlement’s Productivity
    modifier on Perform checks to make money and all Craft
    checks to produce artwork, not just those made to earn a living.
    Asylum: The settlement is host to an infamous madhouse
    or asylum (or perhaps a prison, gaol or notorious workhouse).
    The presence of these dangerous, mad souls has hardened the
    townsfolk, making them suspicious of strangers and paranoid
    about the possibility of an escape or other tragedy. Lore +1,
    Society -2.
    Cruel Watch: The settlement’s civic watch or police force is
    infamous for its brutality, effectiveness, cruelty and corruption.
    Special: lawful communities only. Corruption +1, Law +2, Crime
    -3, Society -2.
    Financial Center: This settlement is home to powerful banks,
    mints, trading houses, currency exchanges and other powerful
    financial and mercantile organizations. Productivity +2, Law
    +1. Increase Base Value and Purchase Limit by +40%. Special
    Restriction: non-chaotic communities only.
    Free City: The city’s libertarian laws make it a haven for
    fugitives and outcasts of all kinds, from runaway children, serfs
    who escaped their lord’s lands, criminals and escaped slaves
    alike. Foreign adventurers and bounty hunters cannot arrest
    or capture fugitives within the settlement’s borders. Crime +2,
    Danger +5, Law -2. Special Restriction: Chaotic communities only.
    Gambling: The settlement caters to vice and greed. Casinos,
    gaming houses, opium dens and bordellos are all common here,
    and serve as the town’s major industry. Crime +2, Corruption
    +2, Productivity +2, Law -1. Add +10% to the settlement’s
    Purchase Limit.
    Good Roads: The settlement has an extensive road network.
    These roads are well-maintained and allow for quick movement
    of troops and merchandise. Productivity +2.
    Guilds: A variety of trade and mercantile guilds control the
    town’s industry and trade. These guilds are highly specialized
    (a printer’s guild, an eggler’s guild, a swordsmith’s guild, a
    diamond cutter’s guild,ect), and usually semi-hereditary, with
    children following their parents into the guild. Corruption +1,
    Productivity +1, Lore -1.
    Legendary Marketplace: The settlement is justly famed for its
    markets: almost anything may be for sale here! The settlement’s
    Base Value and Purchase Limits are treated as if the settlement
    was one size category larger. In the case of a Metropolis with
    the Legendary Marketplace quality, double the settlement’s Base
    Value and Purchase Limit. Productivity +2, Crime +2.
    Notorious: The settlement has a reputation (deserved or not)
    for being a den of iniquity. Thieves, rogues, and cutthroats
    are much more common here. Crime +1, Danger +10, Law –1;
    Increase Base Value by 30% and Purchase Limit by 50%.
    Peacebonding: By local law, any weapon larger than a dagger
    and all wands and rods must either be peacebound or stored at
    the local sherrif’s office or jail (at the settlement’s option) for the
    duration of the visit. Peacebonding a weapon involves winding
    a colored cord tightly around the weapon and its scabbard,
    and then impressing the local seal in wax. Removing the
    peacebond requires a full round action before the item can be
    drawn. (Disable Device DC 12 to untangle the bond as a move
    equivalent action; bond hp 5, no hardness). Law +1, Crime -1.
    Planned Community: The community’s design was
    determined in advance, every detail planned out before the
    first keystone was laid. Streets are wide, straight and laid out
    on an orderly grid, neighborhoods and districts are segregated
    by purpose, as are the living quarters of the city’s inhabitants.
    Crime -1, Society -1, Productivity +1. Special Restriction: Lawful
    communities only.
    Population Surge: This settlement is home to a greater than
    usual percentage of children, making it energetic and lively.
    Crime +1, Society +2.
    Prosperous: The settlement is a popular hub for trade.
    Merchants are wealthy and the citizens live well. Productivity +1;
    Increase Base Value by 30%; Increase Purchase Limit by 50%.
    Royal Accommodations: One or more members of a royal
    dynasty call the settlement home. As such, security is extremely
    tight, and the local Productivity has taken flight, as merchants
    catering to the nobility have sprung up. Productivity +1, Law
    +2. Decrease Society -1. Increase the Purchase Price of high
    quality or luxury items, such as jewelry, fine clothes or food,
    entertainment, weapons and all magical items purchased in the
    settlement by +10% due to widespread inflation.
    Shannon Louden (order #5236832)
    35 Rumormongering Citizens: The settlement’s citizens
    are nosy and gossipy to a fault—very little happens in the
    settlement that no one knows about. Lore +1, Society –1.
    Rural: The settlement, no matter its size, has never lost its
    sleepy, small-town atmosphere. The settlement sprawls across
    a wide, mostly open area, and despite the distances between
    homes and buildings, neighbors look out for one another.
    Productivity -1, Crime -1, Danger -5.
    Sacred Animals: In this settlement there is a great taboo
    (punishable by death, exile or other severe penance) about
    killing a particular breed of beast. Depending on the settlement,
    the sacred animal might be innocuous (house cats, ravens),
    irritating and mischievous (monkeys) or a stubborn hazard
    on the roads (horses, cattle). The animals have free run of the
    settlement. Lore +1, Corruption -1, Productivity -1.
    Therapeutic: The settlement is known for its minor healing
    properties
    medicinal hot springs, clean, invigorating mountain
    air, a plethora of locally grown healing herbs and fruits, or
    perhaps some divine blessing. Whatever the reason, hospitals,
    nurseries, retreats and sanitariums are common within the
    settlement. Productivity 1 and Lore +1. Heal checks made
    within the settlement’s borders also receive the settlement’s Lore
    modifier if positive.
    Tourist Attraction: The settlement possesses some sort
    of landmark or event that draws visitors from far and wide.
    Productivity +1; Increase Base Value by 20%.
    Trading Post: The settlement’s primary purpose is trade.
    Merchants and buyers from all over the world can be found within
    the settlement. Double the Purchase Limit for the settlement.
    Well Educated: The settlement’s inhabitants are incredibly
    well educated and known for their sharp wits. Lore +1, Society +1.
    Magical Attributes: Magical Attributes are truly amazing and
    mysterious happenings, events, or phenomena that surround
    and infuse a community, sometimes temporarily, sometimes
    permanently, and may be a blessing, a curse, or both. In any
    case, Magical Attributes involve powers from beyond this
    world, or mighty and ancient magics the likes of which are
    seldom seen in this age.
    Table E5: Magical Attributes
    d% Attribute
    01-08 Animal Polyglot
    09-12 Anthropomorphizing
    13-19 Desecrate/Hallow
    20-26 Eldritch
    27-31 God Ruled
    32-41 Holy Site
    42-50 Living Forest
    51-60 Magically Attuned
    61-67 Magical Polyglot
    68-74 Phantasmal
    75-80 Planar Crossroads
    81-85 Pocket Universe
    86-90 Unaging
    91-00 Unholy Site
    Animal Polyglot: A magical aura hangs over the settlement.
    All creatures of the Animal type gain the ability to speak and
    think while within the settlement’s borders. Animals act as if
    their INT scores were 6, and gain ability to speak Common;
    they lose these benefits as soon as they pass the settlement’s
    borders. Productivity -1, Increase Lore +1. Increase spellcasting
    by +1 level (druid spells only). Add the settlement’s Lore
    modifier to Handle Animal checks made within the settlement.
    Anthropomorphizing: This settlement is a haven for beastmen
    and hybrids, from monstrous humanoids to sapient
    magical beasts, giants and awakened animals, and mutates,
    mutants, and exotic races of every description. Outcasts from
    “normal” society, they cluster in a place of mutual acceptance.
    Society -1, Lore +1. Increase spellcasting by +1 (polymorph
    spells only).
    Special: GMs wishing to create an unique anthropomorphic
    races may use the race-builder guidelines in the Pathfinder
    RPG Advanced Race Guide or those in Fursona: The Complete
    Guide to Creating Anthropomorphic Characters. Some
    anthropomorphizing communities might require aspiring
    citizens to accept transformation into such an aberrant race to
    be accepted into the community, along with a donation of up to
    5,000 gp for the good of the community.
    Eldritch: The town has a strange and unnatural air, and is
    a popular place for sorcerers and oracles. Lore +2, Danger +13.
    Increase spellcasting by +2 levels (divination and compulsion
    spells only).
    God Ruled: The settlement has no real government; instead
    it is ruled by religious codes and omens. Gods or other
    powerful spiritual beings or outsiders intervene directly in
    the settlement’s politics and daily life. Ordinary citizens are
    possessed by spirits to speak decrees, unmistakable oracles
    appear as flaming messages written on walls or in the sky, or
    perhaps each and every citizen has prophetic dreams that tell
    them what they must do in the coming day for the settlement
    to thrive. Decrease Corruption -2, Society -2. Add one extra
    minor and medium magic item for sale in the settlement.
    Reduce BP cost for Cathedral, Shrine, or Temple by 25%.
    Special Requirement: Theocracy or Utopian Experiment
    governments only
    Hallow/Unhallow: The entire settlement is under the
    effects of a permanent hallow or unhallow effect of incredible
    power. This effect can be suppressed in small areas within the
    settlement. The caster level for the effect is equal to 20 + the
    settlement’s size modifier, for the purpose of dispelling. Special
    Restriction: Good or Evil communities only.
    Holy Site: The settlement hosts a shrine, temple, or landmark
    with great significance to one or more religions. The settlement
    has a higher percentage of divine spellcasters in its population.
    Corruption –2; increase spellcasting by +1 level (
    2 levels for
    spells with the good descriptor or healing subschool or in the
    cleric domains of whatever non-evil deity or philosophy is most
    prominent); -2 levels for spells with the death or evil descriptors.
    Shannon Louden (order #5236832)
    36
    Living Forest: This settlement is a magical place, carved
    from the living heart of an ancient forest. The trees form
    themselves into homes, and branches bend to provide the
    settlement’s inhabitants with food, in the form of magical,
    druid-tended fruits and berries. Lore 1, Society +2, Crime
    -2, Productivity -4. Increase Spellcasting by +2 levels (druidic
    spells only).
    Magically Attuned: The settlement is a haven for
    spellcasters due to its location; for example, it may lie at the
    convergence of multiple ley lines or near a well-known magical
    site. Increase base value by 20%; increase purchase limit by
    20%; increase spellcasting by +2 levels. Reduce BP cost for
    Alchemist, Caster’s Tower, or Magic Shop by 25%.
    Magical Polyglot: The settlement is blessed with a magical
    aura that allows all sentient creatures within its borders to
    understand one another as if they shared a common language.
    This permanent magical effect is similar to the tongues spell,
    and has no effect on written language, only the words spoken by
    the settlement’s inhabitants. Productivity +1, Lore +1, Society +1.
    Phantasmal: The settlement simply isn’t always there! This
    magical settlement might only appear in the moonlight, appear
    out of the mist on particularly holy or infamous dates, or only
    appear in this plane during thunderstorms or on particularly
    hot days. At other times, the settlement simply doesn’t exist on
    this plane; powerful, plane-crossing magic is required to access
    the settlement outside of the ‘proper’ time. The highly magical
    settlement is insular and clannish as a result of its isolation
    from the outside world. Productivity -2, Society -2. Increase
    spellcasting by +2 levels (conjuration only).
    Planar Crossroads: Natural or artificial planar gates near
    the settlement make it a cross-roads for planar travel. Creatures
    from across the multiverse, both malevolent and benign, can
    be found here, as can their artifacts. Planetouched races are
    common as are monstrous races as both PCs and NPCs. Crime
    +3, Productivity +2, Danger +20. Increase spellcasting by two
    levels, and the Base Purchase Limit by +25%.
    Pocket Universe: Thanks to a magical fold in space and
    time, the settlement exists in a place far too small to sustain it.
    A sleepy hamlet might be found in an old mansion’s disused
    pantry, a huge fortress might hide the space between two
    old oaks, or a planar metropolis might be contained within
    a single cramped alley of a much less important city-state.
    Productivity -2. Increase spellcasting by +2 levels. Depending
    on the nature of the settlement and its relationship with the
    outside world, the settlement might be impossible to find. It
    may skill checks to even find the entrance to the settlement:
    usually a DC 20 Knowledge (local) or Knowledge (the planes)
    check. The settlement’s size modifier is applied to this check,
    albeit inverted. After all, it’s easier to find a metropolis (DC
    16) than a thorp (DC 24).
    Unaging: The settlement’s magical aura prevents those
    within its borders from aging. They do not suffer the ravages
    of time, and do not physically age. Usually, several kibbutz
    or schools near the settlement, but not within its borders
    are established, to allow the community’s children to age to
    adulthood before they take their unchanging place in the
    settlement’s immortal society. Lore +4, Society -3. Increase
    spellcasting by +1 level, when casting spells of the Necromancy
    school only.
    Unholy Site: The settlement serves as an unholy site for an
    evil god or philosophy. Worshipers of the evil deity flock to
    this settlement. Corruption +2. Increase spellcasting by +1 level
    (
    2 levels for spells with the evil or death descriptors or in the
    cleric domains of the evil deity or philosophy); -2 levels for
    spells with the good descriptor or healing subschool.
    Disadvantages: Disadvantages are a special category of
    Attributes that describe when things have gone horribly wrong
    in a settlement, and the people struggling to maintain control
    have failed utterly to keep a handle on events. The effects of
    a Disadvantage are mostly localized to the citizens in that
    settlement, but each month that a Disadvantage persists in any
    community, your kingdom gains 1 point of Unrest.
    Table E6: Disadvantages
    d% Attribute
    01-10 Anarchy
    11-25 Bureaucratic Nightmare
    26-35 Fascistic
    36-50 Hunted
    51-60 Ignorant
    61-75 Impoverished
    76-85 Plagued
    86-00 Rampant Inflation
    Anarchy: The settlement has no leaders—this type of
    community is often short-lived and dangerous. Replaces
    settlement’s Government and removes Government adjustments
    to modifiers; Corruption and Crime 4; Productivity and
    Society –4; Law –6; Danger +20.
    Bureaucratic Nightmare: The settlement is a nightmarish,
    confusing and frustrating maze of red tape, official paperwork
    and petty tyrants in positions of minor power, who relish
    enforcing all the useless little rules. All financial transactions
    in the settlement require a successful DC 10 Diplomacy check,
    with the DC increasing by 1 for every 1,000 gp of the purchase
    price. If the check is unsuccessful, the character has broken
    some settlement law, and must pay a fine of 5 gp times his
    character level. If the check result is a natural 1, the check
    automatically fails (even if it would normally succeed) and
    the offense is deemed particularly egregious and the fine is
    increased to 100 gp times the character’s level. Productivity
    -2, Crime +2, Corruption +2. Special Restriction: Lawful
    communities only. e punishment (and the way around it) is.
    Fascistic: The settlement is governed by a totalitarian
    regime. Sadistic and legally all-powerful soldiers walk the
    streets, enforcing the settlement’s brutal laws. Outsiders
    are mistrusted and undesirables often simply disappear.
    Increase Law +4, Decrease Society -4. If the settlement has
    either the Pious or Racially Intolerant qualities, the town’s
    military or police forces will usually kill, imprison, or enslave
    undesirables. Special Restriction: Lawful communities only.
    Hunted: A powerful group or monster uses the city as its
    hunting ground. Citizens live in fear and avoid going out on
    Shannon Louden (order #5236832)
    37 the streets unless necessary. Productivity, Law, and Society –4;
    Danger +20; reduce base value by 20%.
    Ignorant: The people of this town are uneducated, dull-witted
    and worse, they consider their ignorance to be an admirable
    quality. Economy -3, Lore -6, Society -3.
    Impoverished: Because of any number of factors, the
    settlement is destitute. Poverty, famine, and disease run
    rampant. Corruption and Crime +1; decrease base value and
    purchase limit by 50%; halve magic item availability.
    Plagued: The community is suffering from a protracted
    contagion or malady. Apply –2 to all modifiers; reduce base
    value by 20%; select A communicable disease—there’s a 5%
    chance each day that a PC is exposed to the disease and must
    make a Fortitude save to avoid contracting the illness.
    Rampant Inflation: Common to boom towns sprung
    up around a rich mining camp or profitable dungeon, and
    settlements undergoing a revolution or military junta alike,
    this settlement’s economy is out of control. Productivity -4,
    Corruption +2, Crime +4.
    Magical Disadvantages: Magical Disadvantages are like
    standard Disadvantages, but rather than representing a
    breakdown in social and political order they represent a
    localized breakdown in the functioning of magic itself. Magical
    Disadvantages are likely to occur only in cities with a large
    number of buildings that produce magical items or that increase
    a city’s available caster level, such as the Alchemist, Caster’s
    Tower, Magical Academy, and Temple buildings.
    Table E7: Magical Disadvantages
    d% Attribute
    01-15 Atheistic
    16-30 Cursed
    31-45 Magically Deadened
    46-55 Magical Dead Zone
    56-70 Polluted
    71-85 Soul Crushing
    86-00 Wild Magic Zone
    Atheistic: The gods have abandoned the settlement. This
    effect is identical a Magical Dead Zone (see below), but only
    affects divine magic. Outsiders cannot be summoned anywhere
    within the borders of the settlement.
    Cursed: Some form of curse afflicts the city. Its citizens might
    be prone to violence or suffer ill luck, or they could be plagued
    by an infestation of pests. Choose one modifier and reduce its
    value by 4.
    Magically Deadened: For some reason, the magic in this
    region is weak. Local leylines are warped and the magical
    ecosystem is fragile. Lore -1, Productivity -1. Decrease
    spellcasting by 4 levels. Reduce the amount of all magical items
    sold in the marketplace by -2 per category. If this reduces the
    number of magical items of that category to 0, items of that
    category cannot be found in the settlement.
    Magical Dead Zone: There is no magic here. Spells do
    not function, and the entire settlement is a dead magic area,
    as described in the planar traits chapter of the Pathfinder
    Roleplaying Game Gamemastery Guide.
    Polluted: The settlement’s magical or high-tech industry has
    stained the sky with sickly grey smog, poisoned the waters
    with dark slime and made the ground less fertile. Sickness and
    misery abound. Anyone who spends at least 24 hours within
    the settlement takes a -4 penalty on Fortitude saves made to
    resist disease and poison for as long as they remain within
    5 miles of the settlement and for 1d4
    1 days after leaving
    the area. Neutralize poison or remove disease can remove
    this effect with a caster level check against DC 20 plus the
    settlement’s size modifier.
    Corruption +2, Productivity +4.
    Soul Crushing: The settlement has an oppressive, frightening
    atmosphere. Its architecture is eerie and seems somehow
    wrong or corrupt. The people are strange and furtive. Anyone
    who spends at least 24 hours within the settlement suffers a -2
    penalty on Will saves for as long as they remain in the area and
    for 24 hours after leaving the area.
    Wild Magic Zone: The settlement is built over an area of wild
    and unpredictable magic. The entire settlement is considered
    a wild magic area, as described in the planar traits chapter of
    the Pathfinder Roleplaying Game Gamemastery Guide. Magical
    beings and spellcasters tend to avoid this dangerous township.
    Decrease spellcasting by -2 levels.

Kingdom Rules

Kingmaker AP GG Burwood ShannonRaisaLouden