Academy [10]
An academy gives your citizens —and the PCs themselves— an institution where advanced study in many fields can be pursued, researched, and referenced. Lots: 2 Cost: 52 RP, 12 Lumber, 6 Luxuries, 12 Stone Construction: Scholarship (expert) DC 27 Upgrade From: library Upgrade To: military academy, university Item Bonus: +2 item bonus to Creative Solution Effects: While in a settlement with an academy, you gain a +2 item bonus to Lore checks made to Recall Knowledge while Investigating, to all checks made while Researching, and to Decipher Writing.
Alchemy Laboratory [3]
An alchemy laboratory serves as a factory for alchemists and their apprentices for the crafting of potions, elixirs, and all manner of alchemical items. An infamous kingdom’s laboratory might specialize in poisons as well. Lots: 1 Cost: 18 RP, 2 Ore, 5 Stone Construction: Industry (trained) DC 16 Item Bonus: +1 item bonus to Demolish Effects: Treat the settlement’s level as one level higher than its actual level for the purposes of determining which alchemical items are readily available for sale in that settlement (stacks up to three times). Checks attempted to Identify Alchemy in any settlement with at least one alchemy laboratory gain a +1 item bonus.
Aracanist's Tower [5]
An arcanist’s tower is a home and laboratory for an arcane spellcaster (usually a wizard) and their apprentices, servants, and students. Lots: 1 Cost: 30 RP, 6 Stone Construction: Magic (trained) DC 20 Item Bonus: +1 item bonus to Quell Unrest using Magic Effects: Treat the settlement’s level as one level higher than its actual level for the purposes of determining which arcane magic items are readily available for sale in that settlement (stacks up to three times). While in a settlement with an arcanist’s tower, you gain a +1 item bonus to checks made to Borrow an Arcane Spell or Learn a Spell.
Arena [9]
An Arena is a large public structure, traditionally open to the air, surrounded by seating and viewing areas. It’s used for staging competitions, athletics, gladiatorial combats, and elaborate entertainments and spectacles. Lots: 4 Cost: 40 RP, 6 Lumber, 12 Stone Construction: Warfare (expert) DC 26 Item Bonus: +2 item bonus to Celebrate Holiday and to Warfare checks made to Quell Unrest Effects: An arena lets you retrain combat-themed feats more efficiently while in the settlement; doing so takes only 5 days rather than a week of downtime.
Bank [5]
A bank is a secure building for storing valuables, granting loans, and collecting and transferring deposits. Lots: 1 Cost: 28 RP, 4 Ore, 6 Stone Construction: Trade (trained) DC 20 Item Bonus: +1 item bonus to Tap Treasury, Capital Investment, and Collect Taxes [#V&K] Effects: The Capital Investment Leadership activity can be used only within the influence area of a settlement with a bank.
Barracks [3]
Barracks are focused on housing and training guards, militia, soldiers, and military forces. Lots: 1 Cost: 6 RP, 2 Lumber, 1 Stone Construction: Defense DC 16 Upgrade To: garrison Item Bonus: +1 item bonus to Garrison Army, Recover Army, or Recruit Army Effects: Barracks aid in the recruitment of armies and in helping soldiers recover from battle. The first time you build a barracks in any settlement, reduce Unrest by 1.
Brewery [1]
A brewery is devoted to crafting alcohol, be it beer, wine, or spirits. This building can represent bottlers, vineyards, or even structures that produce non-alcoholic drinks. Lots: 1 Cost: 6 RP, 2 Lumber Construction: Agriculture DC 15 Item Bonus: +1 item bonus to Establish Trade Agreement Effects: When you build a brewery, reduce Unrest by 1 as long as you have fewer than 4 breweries in the settlement at that time.
Bridge [2]
Bridges give settlements that have water borders a connection to land (but at the GM’s option, a border on a lake might not be able to use bridges). Lots: — Cost: See Building on Rough Terrain Construction: Engineering DC — Effects: Allows travel over a Water Border with ease. Bridges can only be built on Water Borders. When you build a bridge, check the “Bridge” box on one of the Water Borders on your Urban Grid to indicate its location.
Castle [9]
A castle is a fortified structure that often serves as the seat of government for a kingdom. Lots: 4 Cost: 54 RP, 12 Lumber, 12 Stone Construction: Defense (expert), Industry (expert), Magic (expert), or Statecraft (expert) DC 26 Upgrade From: town hall Upgrade To: palace Item Bonus: +2 item bonus to New Leadership, Pledge of Fealty, Send Diplomatic Envoy, Manage Trade Agreements, Relocate Capital, Garrison Army, Recover Army, Recruit Army [#V&K] Effects: The first time you build a castle each Kingdom turn, reduce Unrest by 1d4. A castle in a capital allows PC leaders to take 3 Leadership activities during the Activity phase of a Kingdom turn rather than 2.
Cathedral [15]
A cathedral serves as a focal point of spiritual worship in the settlement and the seat of regional power for a religion. Most cathedrals are astounding works of art and eye-catching marvels of architecture. Lots: 4 Cost: 58 RP, 20 Lumber, 20 Stone Construction: Folklore (master) DC 34 Upgrade From: temple Item Bonus: +3 item bonus to Celebrate Holiday, Provide Care, and Repair Reputation (Corruption) Effects: The first time you build a cathedral in a turn, reduce Unrest by 4. While in a settlement with a cathedral, you gain a +3 item bonus to Lore and Religion checks made to Recall Knowledge while Investigating, and to all faith-themed checks made while Researching. Treat the settlement’s level as three levels higher than its actual level for the purposes of determining what divine magic items are available for sale in that settlement. This effect does not stack with the similar effect granted by shrines or temples.
Cemetery [1]
A cemetery sets aside a plot of land to bury the dead and can also include above-ground vaults or underground catacombs. Lots: 1 Cost: 4 RP, 1 Stone Construction: Folklore DC 15 Effects: If you have at least one cemetery in a settlement, reduce Unrest gained from any dangerous settlement events in that particular settlement by 1 (to a maximum of 4 for four cemeteries). The presence of a cemetery provides additional effects during certain kingdom events.
Construction Yard [10]
A construction yard supports the building of structures by providing a centralized place to gather supplies and craft components for larger projects. Lots: 4 Cost: 40 RP, 10 Lumber, 10 Stone Construction: Engineering DC 27 Item Bonus: +1 item bonus to Build Structure, Repair Reputation (Decay), Build Roads, Irrigation [#V&K]
Dump [2]
A dump is a centralized place for the disposal of refuse, often including a shack for a caretaker to live in. Lots: 1 Cost: 4 RP Construction: Industry DC 16 Item Bonus: +1 item bonus to Demolish Effects: Certain events have a more dangerous impact on settlements that don’t include a dump. A dump can’t be located in a block with any Residential structures.
Embassy [8]
An embassy gives a place for diplomatic visitors to your kingdom to stay and bolsters international relations. Lots: 2 Cost: 26 RP, 10 Lumber, 6 Luxuries, 4 Stone Construction: Politics DC 24 Item Bonus: +1 item bonus to Send Diplomatic Envoy and Request Foreign Aid
Festival Hall [3]
A festival hall is a small building that gives performers a venue to entertain and citizens a place to gather for celebrations or simply to relax. Lots: 1 Cost: 7 RP, 3 Lumber Construction: Arts DC 18 Upgrade To: theater Item Bonus: +1 item bonus to Celebrate Holiday, Quell Unrest (Arts) [#V&K]
Foundry [3]
A foundry is a facility used to refine ore into finished metal. Lots: 2 Cost: 16 RP, 5 Lumber, 2 Ore, 3 Stone Construction: Industry (trained) DC 18 Item Bonus: +1 item bonus to Establish Work Site (mine) Effects: Each foundry in your kingdom increases your maximum Ore Commodity capacity by 1. A foundry cannot share a block with a Residential structure.
Garrison [5]
A garrison is a complex of barracks, training yards, and weapons storage and repair for maintaining your military. Lots: 2 Cost: 28 RP, 6 Lumber, 3 Stone Construction: Warfare (trained) DC 20 Upgrade From: barracks Item Bonus: +1 item bonus to Outfit Army, Train Army, Fortify Hex [#V&K] Effects: When you build a garrison, reduce Unrest by 1.
General Store [1]
Lots: 1 Cost: 8 RP, 1 Lumber Construction: Trade DC 15 Upgrade To: luxury store, marketplace Effects: A settlement without a general store or marketplace reduces its level for the purposes of determining what items can be purchased there by 2.
Granary [1]
A granary consists of silos and warehouses for the storage of grain and other preserved foodstuffs. Lots: 1 Cost: 12 RP, 2 Lumber Construction: Agriculture (trained) DC 15 [#V&K] Item Bonus: +1 item bonus to Establish Farmland [#V&K] Effects: Each granary in your kingdom increases your maximum Food Commodity capacity by 1
Guildhall [5]
A guildhall serves as the headquarters for a trade guild or similar organization. It includes offices for its leaders and functionaries as well as workshops for its craftspeople and a storefront for customers. Guildhalls always specialize in a certain type of trade or pursuit, but typically, only the largest cities have multiple guildhalls. Smaller settlements tend to focus on one particular trade. Lots: 2 Cost: 34 RP, 8 Lumber Construction: Trade (expert) DC 20 Upgrade From: trade shop Item Bonus: +1 item bonus to Economy skill checks associated with the guildhall’s specific trade focus Effects: When you build a guildhall, indicate what sort of organization (such as bakers, grocers, smiths, etc.) it serves as a headquarters for. While in a settlement with a guildhall, you gain a +1 item bonus to all related skill checks to Earn Income or to Repair.
Herbalist [1]
An herbalist consists of small medicinal gardens tended by those with knowledge of herbs and their uses to heal or to harm, as well as a storefront for customers. Lots: 1 Cost: 10 RP, 1 Lumber Construction: Wilderness DC 15 Upgrade To: hospital Item Bonus: +1 item bonus to Provide Care
Hospital [9]
A hospital is a building dedicated to healing the sick through both magical and mundane means. Lots: 2 Cost: 30 RP, 10 Lumber, 6 Stone Construction: Defense (expert) DC 26 Upgrade From: herbalist Item Bonus: +1 item bonus to Provide Care and Quell Unrest Effects: While in a settlement with a hospital, you gain a +2 item bonus to Medicine checks to Treat Disease and Treat Wounds.
Houses [1]
Houses provide a neighborhood of single and multi-family dwellings for your citizens. Lots: 1 Cost: 3 RP, 1 Lumber Construction: Industry DC 15 Upgrade From: tenement Upgrade To: mansion or orphanage Effects: The first time you build houses each Kingdom turn, reduce Unrest by 1.
Illicit Market [6]
An illicit market uses a facade of shops, homes, and other innocent-seeming buildings to cover the fact that unregulated and illegal trade takes place within its walls. Lots: 1 Cost: 50 RP, 5 Lumber Construction: Intrigue (trained) DC 22 Item Bonus: +1 item bonus to Clandestine Business Ruin: +1 Crime Effects: Treat the settlement’s level as one level higher than its actual level for the purposes of determining what items are readily available for sale in that settlement. This effect stacks up to three times.
Inn [1]
An inn provides a safe and secure place for a settlement’s visitors to rest. Lots: 1 Cost: 10 RP, 2 Lumber Construction: Trade DC 15 Item Bonus: +1 item bonus to Hire Adventurers, Clear Hex (Exploration) [#V&K]
Jail [2]
A jail is a fortified structure that houses criminals, prisoners, or dangerous monsters separate from the rest of society Lots: 1 Cost: 14 RP, 4 Lumber, 2 Ore, 4 Stone Construction: Defense DC 16 Item Bonus: +1 item bonus to Quell Unrest using Intrigue Effects: The first time you build a jail each Kingdom turn, reduce Crime by 1.
Keep [3]
A keep is a high-walled defensive structure that guards the heart of a settlement. It includes practice and marshaling yards as well as a refuge for your leaders should danger strike the settlement. Lots: 2 Cost: 32 RP, 8 Lumber, 8 Stone Construction: Defense (trained) DC 18 Item Bonus: +1 item bonus to Deploy Army, Garrison Army, or Train Army Effects: The first time you build a keep each Kingdom turn, reduce Unrest by 1.
Library [2]
A library contains collections of books, scrolls, writings, and records conducive to research. Some libraries specialize in certain topics, but it’s best to assume these libraries are well-rounded in what books they cover. Lots: 1 Cost: 6 RP, 4 Lumber, 2 Stone Construction: Scholarship (trained) DC 16 Upgrade To: academy Item Bonus: +1 item bonus to Creative Solution, Rest and Relax (Scholarship) [#V&K] Effects: While in a settlement with a library, you gain a +1 item bonus to Lore checks made to Recall Knowledge while Investigating, as well as to Researching and to Decipher Writing.
Lumberyard [3]
A lumberyard is an open area used to store additional lumber. The yard includes a lumber mill used to process lumber into timbers for construction purposes. Lots: 2 Cost: 16 RP, 5 Lumber, 1 Ore Construction: Industry (trained) DC 18 Item Bonus: +1 item bonus to Establish Work Site (lumber camp) Effects: Each lumberyard in your kingdom increases maximum Lumber Commodity capacity by 1. A lumberyard must be built in a lot next to a Water border.
Luxury Store [6]
This collection of stores specializes in expensive, rare, and exotic goods that cater to the wealthy. Lots: 1 Cost: 28 RP, 10 Lumber, 6 Luxuries Construction: Trade (expert) DC 22 Upgrade From: general store Upgrade To: magic shop Item Bonus: +1 item bonus to Establish Trade Agreement Effects: A luxury store must be built on a block that has either a mansion or a noble villa. Treat the settlement’s level as one level higher than its actual level for determining what luxury-themed magic items are readily available for sale in that settlement. This effect stacks up to three times and overlaps with other stores that function in this way for more specific categories of magic items.
Magic Shop [8]
These shops specialize in magic items and in connecting buyers with sellers of magical goods and services. Lots: 1 Cost: 44 RP, 8 Lumber, 6 Luxuries, 6 Stone Construction: Magic (expert) DC 24 Upgrade From: luxury store Upgrade To: occult shop Item Bonus: +1 item bonus to Supernatural Solution, Prognostication [#V&K] Effects: Treat the settlement’s level as one level higher than its actual level for the purposes of determining what magic items are readily available for sale in that settlement. This effect stacks up to three times and overlaps with other stores that function in this way for more specific categories of magic items.
Magical Streetlamps [5]
Magical streetlamps are everburning torches that have been fitted within lampposts along the streets. At your option, these magical lights might even be free-floating spheres of light or other unusual forms of illumination. Lots: — Cost: 20 RP Construction: Magic (expert) DC 20 Effects: Magical streetlamps provide nighttime illumination for an entire Urban Grid. When you build magical streetlamps, check the magical streetlamps checkbox on your Urban Grid. The first time you build magical streetlamps in a Kingdom turn, reduce Crime by 1.
Mansion [5]
This larger manor house houses a wealthy family. Lots: 1 Cost: 10 RP, 6 Lumber, 6 Luxuries, 3 Stone Construction: Industry (trained) DC 20 Upgrade From: houses Upgrade To: noble villa Item Bonus: +1 item bonus to Improve Lifestyle
Marketplace [4]
A marketplace is a large neighborhood of shops run by local vendors around an open area for traveling merchants and farmers to peddle their wares. Lots: 2 Cost: 48 RP, 4 Lumber Construction: Trade (trained) DC 19 Upgrade From: general store Item Bonus: +1 item bonus to Establish Trade Agreement Effects: A town without a general store or marketplace reduces its effective level for the purposes of determining what items can be purchased there by 2.
Menagerie [12]
A menagerie is a large zoo that contains numerous enclosures, exhibits, tanks, or open preserves meant to display wildlife. Lots: 4 Cost: 26 RP, 14 Lumber, 10 Ore, 10 Stone Construction: Wilderness (expert) DC 30 Upgrade From: park Item Bonus: +2 item bonus to Rest and Relax using Wilderness Effects: A menagerie typically contains a selection of level 5 or lower animals. If your party captures a living creature of level 6 or higher and can transport the creature back to a settlement with a menagerie, you can add that creature to the menagerie as long as your kingdom level is at least 4 higher than the creature’s level. Each time such a creature is added to a menagerie, gain 1 Fame or Infamy point (as appropriate) or reduce one Ruin of your choice by 1. Only creatures with Intelligence modifiers of –4 or –5 are appropriate to place in a menagerie. A kingdom gains 1 Unrest at the start of a Kingdom turn for each sapient creature (anything with an Intelligence modifier of –3 or higher) on display in a menagerie.
Military Academy [12]
A military academy is dedicated to the study of war and the training of elite soldiers and officers. Lots: 2 Cost: 36 RP, 12 Lumber, 6 Ore, 10 Stone Construction: Warfare (expert) DC 30 Upgrade From: academy Item Bonus: +2 item bonus to Pledge of Fealty using Warfare, +2 item bonus to Train Army
Mill [2]
A mill grinds grain using the power of wind, water, or beasts of burden Lots: 1 Cost: 6 RP, 2 Lumber, 1 Stone Construction: Industry (trained) DC 16 Item Bonus: +1 item bonus to Harvest Crops Effects: If a settlement includes at least one mill built on a lot adjacent to a Water border, the increased efficiency of these mills reduces the settlement’s Consumption by 1 (to a minimum of 0).
Mint [15]
A mint allows the kingdom to produce its own coinage to augment its economy. It can also include fortified underground chambers to help serve as a treasury. Lots: 1 Cost: 30 RP, 12 Lumber, 20 Ore, 16 Stone Construction: Trade (master) DC 34 Item Bonus: +3 item bonus to Capital Investment, Collect Taxes, and to Repair Reputation (Crime)
Monument [3]
A monument is an impressive stone structure built to commemorate a historical event, honor a beloved leader, memorialize a tragedy, or simply serve as an artistic display. Lots: 1 Cost: 6 RP, 1 Stone Construction: Arts (trained) DC 18 Item Bonus: +1 Item Bonus to Create A Masterpiece [#V&K] Effects: The first time you build a monument each Kingdom turn, reduce Unrest by 1 and reduce one Ruin of your choice by 1.
Museum [5]
A museum displays art, objects of important cultural note, wonders of the natural world, and other marvels in a place where citizens can observe and learn. Lots: 2 Cost: 30 RP, 6 Lumber, 2 Stone Construction: Exploration (trained) DC 20 Item Bonus: +1 item bonus to Rest and Relax (Arts) Effects: A magic item of level 6 or higher that has a particular import or bears significant historical or regional value (at the GM’s discretion) can be donated to a museum. Each time such an item is donated, reduce Unrest by 1. If that item is later removed from display, increase Unrest by 1.
Noble Villa [9]
This sprawling manor has luxurious grounds. It houses a noble family and their staff, and includes several smaller support structures such as servant’s quarters, stables, and groundskeeper’s cottages in addition to a manor. Lots: 2 Cost: 24 RP, 10 Lumber, 6 Luxuries, 8 Stone Construction: Politics (expert) DC 19 Upgrade From: mansion Item Bonus: +1 item bonus to Improve Lifestyle, Quell Unrest (Politics) Effects: The first time you build a noble villa in a Kingdom turn, reduce Unrest by 2.
Occult Shop [13]
An occult shop is usually a sprawling, mysterious store that specializes in buying and selling obscure magic and strange curios. It often provides access to supernatural services like fortune-telling. Lots: 1 Cost: 68 RP, 12 Lumber, 12 Luxuries, 6 Stone Construction: Magic (master) DC 32 Upgrade From: magic shop Item Bonus: +2 item bonus to Create A Masterpiece, Prognostication [#V&K] Effects: Treat the settlement’s level as one level higher than its actual level for the purposes of determining what magic items are readily available for sale in that settlement. This effect stacks up to three times and overlaps with other stores that function in this way for more specific categories of magic items. While in a settlement with an occult shop, you gain a +2 item bonus to all checks made to Research esoteric subjects or to Recall Knowledge about the same.
Opera House [15]
An opera house functions well as a venue for operas, plays, and concerts, but also includes extensive facilities to aid in the training of all manner of bardic pursuits. Often, an opera house becomes a grandiose landmark, either due to its outlandish colors or eye-catching architecture. Lots: 2 Cost: 40 RP, 20 Lumber, 18 Luxuries, 16 Stone Construction: Arts (master) DC 34 Upgrade From: theater Item Bonus: +3 item bonus to Celebrate Holiday, Create a Masterpiece Effects: The first time you build an opera house in a Kingdom turn, reduce Unrest by 4. While in a settlement with an opera house, you gain a +3 item bonus to Performance checks made to Earn Income.
Orphanage [2]
This sprawling residential building provides housing for orphans or even homeless citizens, but it can also help supply housing for refugees—but preferably not all at the same time, though! Lots: 1 Cost: 6 RP, 2 Lumber Construction: Industry DC 16 Upgrade From: houses Effects: The first time you build an orphanage in a Kingdom turn, reduce Unrest by 1.
Palace [15]
A palace is a grand and splendid seat of government for your leaders and other political functionaries. Lots: 4 Cost: 108 RP, 20 Lumber, 12 Luxuries, 15 Ore, 20 Stone Construction: Defense (master), Industry (master), Magic (master), or Statecraft (master) DC 34 Upgrade From: castle Item Bonus: +3 item bonus to Manage Trade Agreements, New Leadership, Pledge of Fealty, Relocate Capital, Send Diplomatic Envoy, Garrison Army, Recover Army, Recruit Army [#V&K] Effects: A palace can only be built in your capital. The first time you build a palace, reduce Unrest by 10. If you Relocate your Capital, a palace left behind in that capital instead functions as a noble villa that takes up 4 lots. (If you represent this by placing two noble villas in these lots, make sure to note that they constitute a single building and aren’t two separate structures.) A palace in a capital allows PC leaders to take 3 Leadership activities during the Activity phase of a Kingdom turn rather than just 2. In addition, once your kingdom has a palace, a PC in the Ruler leadership role gains a +3 item bonus to checks made to resolve Leadership activities.
Park [3]
A park is a plot of undeveloped land set aside for public use. This lot could be left as is, or the landscaping could be manipulated to have a specific look or type of terrain. Lots: 1 Cost: 5 RP Construction: Wilderness DC 18 Upgrade To: menagerie Item Bonus: +1 item bonus to Rest and Relax (Wilderness) Effects: The first time you build a park in a Kingdom turn, reduce Unrest by 1.
Paved Streets [4]
Brick or cobblestone streets speed transportation and ease the passage of people, mounts, and vehicles. Lots: — Cost: 12 RP, 6 Stone Construction: Industry (trained) DC 19 Effects: It takes a character only 5 minutes to move from one lot to an adjacent lot in an Urban Grid when moving on paved streets. When you build paved streets, check the paved streets checkbox on your Urban Grid.
Pier [3]
Several wooden piers allow easy access to fishing and provide a convenient place to moor boats. Lots: 1 Cost: 16 RP, 2 Lumber Construction: Boating DC 18 Upgrade To: waterfront Item Bonus: +1 item bonus to Go Fishing Effects: A pier must be built in a lot next to a Water border.
Rubble
An unsightly heap of rubble fills this lot. Lots: 1 Cost: — Construction: — Effects: Rubble is created accidentally, such as from certain kingdom events or failed Demolish activity. You cannot build in a lot with rubble; it must be removed via a successful Demolish activity.
Sacred Grove [5]
This untouched land has been blessed by primal spirits, druids friendly with your settlement, or allied fey creatures. Lots: 1 Cost: 36 RP Construction: Wilderness (trained) DC 20 Item Bonus: +1 item bonus to Quell Unrest (Folklore) Effects: Treat the settlement’s level as one level higher than its actual level for the purposes of determining what primal magic items are readily available for sale in that settlement. This effect stacks up to three times.
Secure Warehouse [6]
Secure warehouses are used to store valuables. Lots: 2 Cost: 24 RP, 6 Lumber, 4 Ore, 6 Stone Construction: Industry (expert) DC 22 Item Bonus: +1 item bonus to Craft Luxuries Effects: Each secure warehouse in your kingdom increases your maximum Luxuries Commodity capacity by 1.
Sewer System [7]
This underground sanitation system helps keep the settlement clean and disease-free. Lots: — Cost: 24 RP, 8 Lumber, 8 Stone Construction: Engineering (expert) DC 23 Item Bonus: +1 item bonus to Clandestine Business Effects: A sewer system reduces the settlement’s Consumption by 1. Having a sewer system can also affect certain kingdom events. When you build a sewer system, check the sewer system checkbox on its Urban Grid.
Shrine [1]
A shrine is a small building devoted to the worship of a deity or faith. It can be attended by resident priests or visiting clergy. Lots: 1 Cost: 8 RP, 2 Lumber, 1 Stone Construction: Folklore (trained) DC 15 Upgrade To: temple Item Bonus: +1 item bonus to Celebrate Holiday Effects: Treat the settlement’s level as one level higher than its actual level when determining what divine magic items are readily available for sale in that settlement. This effect stacks up to three times but does not stack with the same effect granted by temples or cathedrals.
Smithy [3]
A smithy consists of workshops and forges. Lots: 1 Cost: 8 RP, 2 Lumber, 1 Ore, 1 Stone Construction: Industry (trained) DC 18 Item Bonus: +1 item bonus to Clear Hex (Engineering), Trade Commodities, Outfit Army [#V&K] Effects: While in a settlement with a smithy, you gain a +1 item bonus to Craft checks made to work with metal.
Specialized Artisan [4]
These shops and homes are devoted to crafters who create fine jewelry, glassware, clockworks, and the like. Lots: 1 Cost: 10 RP, 4 Lumber, 1 Luxury Construction: Trade (expert) DC 19 Item Bonus: +1 item bonus to Craft Luxuries Effects: While in a settlement with a specialized artisan, you gain a +1 item bonus to Craft checks made to craft specialized goods like jewelry.
Stable [3]
A stable consists of a yard and smaller structures to house, train, and sell mounts Lots: 1 Cost: 10 RP, 2 Lumber Construction: Wilderness (trained) DC 18 Item Bonus: +1 item bonus to Establish Trade Agreement Item Bonus +1 item bonus to Establish Trade Agreement
Stockyard [3]
A stockyard includes several barns and pens used to house livestock and prepare them for slaughter. Lots: 4 Cost: 20 RP, 4 Lumber Construction: Industry DC 18 Item Bonus: +1 item bonus to Gather Livestock Effects: A settlement with at least one stockyard reduces its Consumption by 1.
Stonemason [3]
A stonemason is a large building used to store and work quarried stone for preparation in building. Lots: 2 Cost: 16 RP, 2 Lumber Construction: Industry (trained) DC 18 Item Bonus: +1 item bonus to Establish Work Site (quarry) Effects: Each stonemason in your kingdom increases your maximum Stone Commodity capacity by 1.
Tannery [3]
A tannery is a factory outfitted with racks, vats and tools for the preparation of hides and leather. Lots: 1 Cost: 6 RP, 2 Lumber Construction: Industry (trained) DC 18 Item Bonus: +1 to Trade Commodities Effects: A tannery cannot share a block with any Residential structure except tenements.
Tavern, Dive [1]
A dive tavern is a rough-and-tumble establishment for entertainment, eating, and drinking. Lots: 1 Cost: 12 RP, 1 Lumber Construction: Trade (trained) DC 15 Upgrade To: tavern, popular Item Bonus: +1 Item Bonus to Clear Hex (Exploration) [#V&K] Effects: The first time you build a dive tavern in a Kingdom turn, reduce Unrest by 1 but increase Crime by 1.
Tavern, Luxury [9]
A luxury tavern is a high-class establishment for entertainment, eating, and drinking. It may even include a built-in stage for performers to use. Lots: 2 Cost: 48 RP, 10 Lumber, 8 Luxuries, 8 Stone Construction: Trade (master) DC 26 Upgrade From: tavern, popular Upgrade To: tavern, world-class Item Bonus: +2 item bonus to Hire Adventurers, Rest and Relax (Trade), Reconnoiter Hex [#V&K] Effects: The first time you build a luxury tavern in a Kingdom turn, reduce Unrest by 1d4+1. If you attempt a Performance check to Earn Income in a settlement with a luxury tavern, you gain a +2 item bonus to the check. All checks made to Gather Information in a settlement with at least one luxury tavern gain a +2 item bonus.
Tavern, Popular [3]
A popular tavern is a respectable establishment for entertainment, eating, and drinking. Lots: 1 Cost: 24 RP, 6 Lumber, 2 Stone Construction: Trade (expert) DC 18 Upgrade From: tavern, dive Upgrade To: tavern, luxury Item Bonus: +1 item bonus to Hire Adventurers, Rest and Relax (Trade), Reconnoiter Hex [#V&K] Effects: The first time you build a popular tavern in a Kingdom turn, reduce Unrest by 2. If you attempt a Performance check to Earn Income in a settlement with a popular tavern, you gain a +1 item bonus to the check. All checks made to Gather Information in a settlement with at least one popular tavern gain a +1 item bonus.
Tavern, World-Class [15]
A World-Class Tavern is a legendary establishment for entertainment, eating, and drinking. It has at least one venue for performances—perhaps multiple ones. Lots: 2 Cost: 64 RP, 18 Lumber, 15 Luxuries, 15 Stone Construction: Trade (master) DC 34 Upgrade From: tavern, luxury Item Bonus: +3 item bonus to Hire Adventurers, Rest and Relax using Trade, Repair Reputation (Strife), Reconnoiter Hex [#V&K] Effects: The first time you build a world-class tavern in a turn, reduce Unrest by 2d4. If you try a Performance check to Earn Income in a settlement with a world-class tavern, you gain a +3 item bonus to the check. All checks made to Gather Information in a settlement with at least one world-class tavern gain a +3 item bonus.
Temple [7]
A temple is a building devoted to worshipping a deity or faith. Lots: 2 Cost: 32 RP, 6 Lumber, 6 Stone Construction: Folklore (trained) DC 23 Upgrade From: shrine Upgrade To: cathedral Item Bonus: +1 item bonus to Celebrate Holiday and Provide Care Effects: The first time you build a temple each Kingdom turn, reduce Unrest by 2. Treat the settlement’s level as one level higher than its actual level for the purposes of determining what divine magic items are readily available for sale in that settlement. This effect stacks up to three times but does not stack with the same effect granted by shrines or cathedrals.
Tenement
Tenements are hastily built shantytowns of tightly packed, multi-family dwellings that are cheap and fast to build. Lots: 1 Cost: 1 RP, 1 Lumber Construction: Industry DC 14 Upgrade To: Houses Ruin: +1 to a Ruin of your choice Effects: The first time you build tenements each Kingdom turn, reduce Unrest by 1.
Theater [9]
A theater is a venue for concerts, plays, and dances, but can double as a place for debates or other events. Lots: 2 Cost: 24 RP, 8 Lumber, 3 Stone Construction: Arts (expert) DC 26 Upgrade From: festival hall Upgrade To: opera house Item Bonus: +2 item bonus to Celebrate Holiday Effects: The first time you build a theater each Kingdom turn, reduce Unrest by 1. While in a settlement with a theater, you gain a +2 item bonus to Performance checks made to Earn Income.
Thieves' Guild [5]
The government knows this group exists but allows it to continue doing its business as long as the guild doesn’t overstep its bounds. Lots: 1 Cost: 25 RP, 4 Lumber Construction: Intrigue (trained) DC 20 Item Bonus: +1 item bonus to Infiltration Ruin: +1 Crime Effects: While in a settlement with a thieves’ guild, you gain a +1 item bonus to Create Forgeries.
Town Hall [2]
A town hall is a public venue for town meetings and a repository for town history and records. Lots: 2 Cost: 22 RP, 4 Lumber, 4 Stone Construction: Defense (trained), Industry (trained), Magic (trained), or Statecraft (trained) DC 16 Upgrade To: castle Item Bonus: +1 Item Bonus to Manage Trade Agreements [#V&K] Effects: The first time you build a town hall each Kingdom turn, reduce Unrest by 1. A town hall in a capital allows PC leaders to take 3 Leadership activities during the Activity phase of a Kingdom turn rather than just 2.
Trade Shop [3]
A trade shop is a store that focuses on providing services. Lots: 1 Cost: 10 RP, 2 Lumber Construction: Trade (trained) DC 18 Upgrade To: guildhall Item Bonus: +1 item bonus to Purchase Commodities Effects: When you build a trade shop, indicate the kind of shop it is, such as a bakery, carpenter, tailor, and so on. While in a settlement with a trade shop, you gain a +1 item bonus to all associated Crafting checks.
University [15]
A university is a sprawling institution of higher learning. Lots: 4 Cost: 78 RP, 18 Lumber, 18 Luxuries, 18 Stone Construction: Scholarship (master) DC 34 Upgrade From: academy Item Bonus: +3 item bonus to Creative Solution Effects: While in a settlement with a university, you gain a +3 item bonus to Lore checks made to Recall Knowledge while Investigating, to Research checks (Gamemastery Guide 154), and to Decipher Writing.
Wall, Stone [5]
Stone walls provide solid defenses to a settlement’s borders. Lots: — Cost: 4 RP, 8 Stone Construction: Defense (trained) DC 20 Upgrade From: wooden wall Effects: A stone wall is built along the border of your settlement. The first time you build a stone wall in each settlement, reduce Unrest by 1. When you build a stone wall, choose a border on your Urban Grid and check the appropriate checkbox; if you’re upgrading from a wooden wall, uncheck that box.
Wall, Wooden [1]
Wooden walls provide serviceable defenses to a settlement. Lots: — Cost: 2 RP, 4 Lumber Construction: Defense DC 15 Upgrade To: stone wall Effects: A wooden wall is built along the border of your settlement. The first time you build a wooden wall in each settlement, reduce Unrest by 1. When you build a wooden wall, choose a border on your Urban Grid and check the appropriate checkbox.
Watchtower [3]
A watchtower serves as a guard post that grants a settlement advance warning to upcoming dangerous events. Lots: 1 Cost: 12 RP, 4 Lumber or 4 Stone Construction: Defense (trained) DC 18 Item Bonus: +1 item bonus to checks to resolve events affecting the settlement Effects: The first time you build a watchtower each Kingdom turn, decrease Unrest by 1.
Waterfront [8]
A waterfront serves as a bustling port for waterborne passengers and cargo. It’s supported by facilities for shipping and shipbuilding, but also features boardwalks for foot traffic and fishers to ply their trade as well. Lots: 4 Cost: 90 RP, 10 Lumber Construction: Boating (expert) DC 24 Upgrade From: pier Item Bonus: +1 item bonus to Go Fishing, and to Establish Trade Agreement and Rest and Relax using Boating Effects: A waterfront must be constructed next to a Water Border. A settlement with at least 1 waterfront increases its effective level by 1 for the purposes of determining what level of items can be purchased in that settlement; this bonus stacks with similar bonuses in the settlement.
Civil Service [1]
Everyone has a place and a role, and as long as those roles are filled, the government functions. When you select this feat, choose one leadership role; that role is now supported by your efficient civil servants, so its vacancy penalty is no longer applicable. If you wish to change the leadership role to which Civil Service applies, you can do so using the New Leadership activity at the start of a Kingdom turn. You gain a +2 status bonus to New Leadership checks.
Cooperative Leadership [1]
Your leaders are skilled at working with one another. When a leader uses the Focused Attention kingdom activity to aid another leader’s kingdom check, the circumstance bonus granted by a success is increased to +3. At 11th level, your leaders' collaborative style leads them to ever greater successes when they work together. When a leader uses the Focused Attention kingdom activity to aid another leader’s check, treat a critical failure on the aided check as a failure. If your kingdom has at least the expert rank in the skill used in the aided check, treat a failure on the check as a success. (This does not allow you to ever improve a critical failure to a success.)
Crush Dissent [1]
Prerequisites Trained in Warfare Your rule brooks no dissent and stamps out traitors, making harsh examples of them. Once per Kingdom turn when you gain Unrest, you can attempt to crush the dissent by attempting a basic Warfare check. On a success, the Unrest increase is canceled, but on a critical failure, the Unrest increase is doubled. In addition, you gain a +1 status bonus to checks to resolve dangerous kingdom events that involve internal bickering, such as Feud.
Endure Anarchy [3]
Prerequisites Loyalty 14 Your kingdom holds together even in the midst of extreme peril. If your kingdom’s Unrest is 6 or higher and you use a kingdom activity that decreases Unrest, decrease the Unrest by an additional 1. You do not fall into anarchy unless your kingdom’s Unrest reaches 24.
Fame and Fortune [11]
Your kingdom’s reputation has spread far and wide, bringing in visitors to behold the spectacle of your greatness and pay their respects. Whenever you achieve a critical success on any Kingdom skill check during the Activity phase of a Kingdom turn, gain 1 bonus Resource Die at the start of your next Kingdom turn.
Fortified Fiefs [1]
Prerequisites Trained in Defense Your vassals take their duty to protect those under their stewardship seriously, and your engineers emphasize the value of a strong defense when it comes to building settlements and fortifications. You gain a +2 circumstance bonus to checks attempted as part of the Fortify Hex activity and on activities to build or repair a Barracks, Castle, Garrison, Keep, Stone Wall, or Wooden Wall. In addition, you gain a +1 status bonus to all kingdom checks attempted during dangerous events that directly impact your settlements’ defenses.
Free and Fair [7]
Your reputation for transparency and fairness in conducting elections, appointments, and other changes in government inspires tremendous public trust. You gain a +2 circumstance bonus to Loyalty-based checks attempted as part of the New Leadership and Pledge of Fealty activities. If you fail or critically fail such a check, you can spend 2 RP to reroll the check (but without the +2 circumstance bonus); attempting this adds the Fortune trait. You must take the result of the second roll, even if it is worse than the original roll.
Insider Trading [1]
Prerequisites Trained in Industry Your leading citizens share valuable business information with one another and with associates in other lands, and they hire one another’s workers to supply the labor they need to fuel their production. You gain a +1 status bonus to Establish Work Site, Establish Trade Agreement, and Trade Commodities activities. In addition, gain 1 bonus Resource Die at the start of each Kingdom turn.
Inspiring Entertainment [3]
Prerequisites Culture 14 Your kingdom’s artists and entertainers are talented and prolific, and there’s never a shortage of new plays, operas, novels, music, sculptures, paintings, or other forms of distraction to entertain the citizens, even during times of upheaval. When you check for Unrest during the Upkeep phase of a Kingdom turn, you may roll a Culture-based check rather than a Loyalty-based check to determine the outcome. Your kingdom also gains a +2 status bonus to all Culture-based skill checks whenever your kingdom has at least 1 Unrest.
Kingdom Assurance [1]
Prerequisites Trained in at least three skills Even when things go poorly in other areas, you can count on consistency in carrying out kingdom activities with a chosen skill. Choose one Kingdom skill in which your kingdom is trained. Once per Kingdom turn, when you would attempt a skill check for that skill, you can forgo rolling and instead take a result equal to 10 + your proficiency bonus; do not apply any other bonuses, penalties, or modifiers to this result. Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits of this feat for that skill.
Liquidate Resources [3]
Prerequisites Economy 14 Your kingdom’s economy can liquidate resources in an emergency when funding runs out. The first time during a Kingdom turn in which you are forced to spend RP as the result of a failed skill check or a dangerous event, and that expense reduces you to 0 RP, you may instead reduce your RP to 1 and treat the expense as if it were paid in full. At the start of your next Kingdom turn, roll 4 fewer Resource Dice than normal.
Muddle Through [1]
Prerequisites Trained in Wilderness Your people are independent-minded and take care of the small things around the kingdom, not letting them pile up into bigger problems. Increase two of your Ruin thresholds by 1 and one of them by 2.
Practical Magic [1]
Prerequisites Trained in Magic Magic has an honored place in your society, and your people incorporate it into their everyday work to make life easier. You gain a +1 status bonus to Magic checks, and if you have Expert Magic you gain a +1 circumstance bonus to Engineering checks. If you have Master Magic, this bonus increases to +2.[#V&K] In addition, as magic-wielding NPCs find your nation a comfortable place to live and work, you reduce the cost of using the Hire Adventurers activity to 1 RP.
Pull Together [1]
Prerequisites Trained in Politics Your people are very reliable, and their swift decision-making keeps most projects from getting too far off track. Once per Kingdom turn when you roll a critical failure on a Kingdom skill check, attempt a DC 11 flat check. If this succeeds, your citizens heed the call to put in extra work to mitigate the disaster; treat the Kingdom skill check result as failure instead. The DC of this flat check increases by 5 each time you subsequently use it, but it decreases by 1 (to a minimum of 11) for each Kingdom turn that passes when you do not use it.
Quality of Life [7]
Your kingdom’s robust economy makes the creature comforts of civilization more readily available to all, and even finer luxuries are more easily had. The first time you gain Luxury Commodities in a Kingdom turn, increase the total gained by 1. All of your settlements are treated as 1 level higher than their actual level for the purposes of determining what sorts of magic items might be offered for sale at their markets and shops.
Quick Recovery [3]
Prerequisites Stability 14 Your kingdom recovers more quickly from danger and disaster. Whenever you attempt a skill check to end an ongoing harmful kingdom event, you gain a +4 status bonus to the check.
Skill Training
Your kingdom receives the trained proficiency rank in a Kingdom skill of your choice. You can select this feat multiple times, choosing a new skill each time.
Step 1: Assign Leadership Roles
New Leadership
You announce the promotion of a character into a leadership role, whether they're a newly appointed leader or just shifting from one leadership role to another.
You normally perform this activity at the start of a Kingdom turn, but if unexpected events (such as the death of the character) remove a leader from a leadership role, you may immediately use the New Leadership activity to attempt to assign a new leader to that role, even outside of a Kingdom turn (applying the vacancy penalty for that role as appropriate).
Attempt a basic Intrigue, Politics, Statecraft, or Warfare skill check—while any of these skills can be used, each skill is particularly suited to assigning two specific leadership roles.
- Intrigue: Grants a +2 circumstance bonus to checks to assign Emissaries and Treasurers.
- Politics: Grants a +2 circumstance bonus to checks to assign Counselors and Rulers.
- Statecraft: Grants a +2 circumstance bonus to checks to assign Magisters and Viceroys.
- Warfare: Grants a +2 circumstance bonus to checks to assign Generals and Wardens.
Rulers are particularly difficult to assign; when you take this activity to assign a new Ruler, you take a -4 circumstance penalty to the skill check, and unless you achieve a critical success, you gain 1 additional Unrest.
Whether or not you are simultaneously assigning a leader, you may also use this activity to attempt to reselect the four leadership roles that you have invested.
Any result other than a critical failure allows this.
Critical Success The people love the new leader.
The leader immediately provides the benefits tied to occupying the new role and gains a +1 circumstance bonus to all Kingdom skill checks they attempt before the end of the next Kingdom turn.
Success The people accept the new leader.
The leader immediately provides the benefits tied to occupying the new role.
Failure The people are unsure about the new leader.
The leader takes a –1 circumstance penalty to all checks they attempt as part of their activities during the Activity phase of each Kingdom turn.
At the end of the next Kingdom turn, the leader can attempt any Loyalty-based basic skill check to ingratiate themselves with the populace.
The leader may attempt this check at the end of each Kingdom turn until they succeed.
Success removes this penalty, but a critical failure results in the development detailed in Critical Failure below.
Critical Failure The people reject the new leader.
The leadership role is treated as vacant and you must attempt to reassign it using the New Leadership activity at the start of the next Kingdom turn. Unrest increases by 1.Step 1: Collect Taxes
Collect Taxes
Tax collectors travel through the lands to collect funds for the betterment of the kingdom. Attempt a basic check.Critical Success Your tax collectors are wildly successful! For the remainder of the Kingdom turn, gain a +2 circumstance bonus to Economy-based checks.
Success Your tax collectors gather enough to grant you a +1 circumstance bonus to Economy-based checks for the remainder of the Kingdom turn. If you attempted to Collect Taxes during the previous turn, increase Unrest by 1.
Failure As success, but the people are unhappy about taxes—increase Unrest by 1 (or by 2 if you attempted to Collect Taxes the previous turn).
Critical Failure Your tax collectors encounter resistance from the citizens and their attempts to gather taxes are rebuffed. While the tax collectors still manage to gather enough taxes to support essential government needs, they have angered the kingdom’s citizens and encouraged rebellious acts. Increase Unrest by 2, and choose one Ruin to increase by 1.
Step 2: Approve Expenses
Improve Lifestyle
Attempt a basic check to draw upon your kingdom’s treasury to enhance the quality of life for your citizens. This activity can be taken only during the Commerce phase of a Kingdom turn (page 44).Critical Success Your push to Improve Lifestyles affords your citizens significant free time to pursue recreational activities. For the remainder of the Kingdom turn, you gain a +2 circumstance bonus to Culture-based checks.
Success Your push to Improve Lifestyles helps your citizens enjoy life. For the remainder of the Kingdom turn, you gain a +1 circumstance bonus to Culture-based checks.
Failure As success, but you’ve strained your treasury. Take a –1 circumstance penalty to Economy-based checks for the remainder of this Kingdom turn.
Critical Failure Your attempt to Improve Lifestyles backfires horribly as criminal elements in your kingdom abuse your generosity. You take a –1 circumstance penalty to Economy-based checks for the remainder of the Kingdom turn, gain 1 Unrest, and add 1 to a Ruin of your choice.
Tap Treasury
You tap into the cash reserves of your kingdom for the PCs’ personal use or to provide emergency funding for an event. This is a basic check, but after you succeed or critically succeed at this activity, all future attempts to Tap Treasury have their results worsened two degrees. This penalty persists until funds equal to those taken from the treasury are repaid via Capital Investment (page 34).Critical Success You withdraw funds equal to the Currency per Additional PC column on Table 10–9: Party Treasure By Level on page 509 of the Pathfinder Core Rulebook (using your kingdom’s level to set the amount), or you successfully fund the unexpected event that required you to Tap your Treasury.
Success As critical success, but you overdraw your treasury in the attempt. You take a –1 circumstance penalty to all Economy-based checks until the end of your next Kingdom turn.
Failure You fail to secure the funds you need, and rumors about the kingdom’s potential shortfall of cash cause you to take a –1 circumstance penalty to all Loyalty- and Economy-based checks until the end of your next Kingdom turn.
Critical Failure As failure, but the rumors spiral out of control. Increase Unrest by 1 and add 1 to a Ruin of your choice.
Step 3: Tap Commodities
Trade Commodities
There are five different categories of Commodities: Food, Lumber, Luxuries, Ore, and Stone. When you Trade Commodities, select one Commodity that your kingdom currently stockpiles and reduce that Commodity’s stockpile by up to 4. Then attempt a basic check. If you trade with a group that you’ve established diplomatic relations with, you gain a +1 circumstance bonus to the check.Critical Success At the beginning of the next Kingdom turn, you gain 2 bonus Resource Dice per point of stockpile expended from your Commodity now.
Success At the beginning of your next Kingdom turn, you gain 1 bonus Resource Die per point of stockpile expended from your Commodity now.
Failure You gain 1 bonus Resource Die at the beginning of your next Kingdom turn.
Critical Failure You gain no bonus Resource Dice (though the Commodity remains depleted). If you Traded Commodities the previous turn, gain 1 Unrest.
Step 4: Manage Trade Agreements
Manage Trade Agreements
You send agents out to attend to established trade agreements. Spend 2 RP per Trade Agreement you wish to manage. Then attempt a basic check. If you Managed Trade Agreements on the previous turn, increase this DC by 5.Critical Success At the start of your next Kingdom turn, you gain 1 bonus Resource Die per trade agreement, and 1 Commodity of your choice per trade agreement (no more than half of these Commodities may be Luxuries).
Success As critical success, but you must choose between gaining Resource Dice or Commodities.
Failure You gain 1 RP per trade agreement at the start of your next turn.
Critical Failure You gain no benefit, as your traders and merchants met with bad luck on the road. You can’t Manage Trade Agreements for 1 Kingdom turn.
Step 1: Leadership Activities
Capital Investment
Requirements You must be in the Capital or within the influence of a settlement that contains at least one Bank. [#V&K] You contribute funds from your personal wealth for the good of the kingdom, including coinage, gems, jewelry, weapons and armor salvaged from enemies, magical or alchemical items, and so on. Your contribution generates economic activity in the form of RP that can be used during your current Kingdom turn or on the next Kingdom turn (your choice). You can use Capital Investment to repay funds from Tap Treasury (page 33). In this case, no roll is needed and you simply deduct the appropriate amount of funds from your personal wealth to pay back that which was borrowed. When you use Capital Investment to generate RP, the amount of gp required to make an investment is set by your kingdom’s level. Investments below this amount cause your attempt to suffer an automatic critical failure, while investments above this amount are lost. The investment required is equal to the value listed on Table 10–9: Party Treasure by Level in the Pathfinder Core Rulebook (page 509); use the value for your kingdom’s level under Currency per Additional PC as the required investment value. This is a basic check.Critical Success Your kingdom reaps the benefits of your investment. Immediately roll 4 Resource Dice. Gain RP equal to the result.
Success Your investment helps the economy. Immediately roll 2 Resource Dice. Gain RP equal to the result.
Failure Your investment ends up being used to shore up shortfalls elsewhere. Gain 1d4 RP.
Critical Failure Your investment is embezzled, lost, or otherwise misappropriated. Choose one of the following: either roll 1 Resource Die and gain RP equal to the result and also increase your Crime by an equal amount, or gain 0 RP and increase Crime by 1.
Celebrate Holiday
You declare a day of celebration. Holidays may be religious, historical, martial, or simply festive, but all relieve your citizens from their labors and give them a chance to make merry at the kingdom’s expense. Attempt a basic check, but if your kingdom Celebrated a Holiday the previous turn, the DC increases by 4, as your kingdom hasn’t had a chance to recover from the previous gala.Critical Success Your holidays are a delight to your people. The event is expensive, but incidental income from the celebrants covers the cost. You gain a +2 circumstance bonus to Loyalty-based checks until the end of your next Kingdom turn.
Success Your holidays are a success, but they’re also expensive. You gain a +1 circumstance bonus to Loyalty-based checks until the end of your next Kingdom turn. Immediately roll 1 Resource Die and spend RP equal to the result. If you can’t afford this cost, treat this result as a Critical Failure instead.
Failure The holiday passes with little enthusiasm, but is still expensive. Immediately roll 1 Resource Die and spend RP equal to the result. If you can’t afford this cost, treat this result as a Critical Failure instead.
Critical Failure Your festival days are poorly organized, and the citizens actively mock your failed attempt to celebrate. During the next turn, reduce your Resource Dice total by 4. The failure also causes you to take a –1 circumstance penalty to Loyalty-based checks until the end of the next Kingdom turn.
Clandestine Business
You know there are criminals in your kingdom, and they know you know. You encourage them to send kickbacks in the form of resources and Commodities to the government, but the common citizens will be more than upset if they find out! This starts as a basic check against your Control DC, but every subsequent Kingdom turn you pursue Clandestine Business, the DC increases by 2. Every Kingdom turn that passes without Clandestine Business reduces the DC by 1 (until you reach your Control DC).Critical Success Immediately roll 2 Resource Dice. Gain RP equal to the result. In addition, you gain 1d4 Luxury Commodities. The public is none the wiser.
Success Either immediately roll 2 Resource Dice and gain RP equal to the result, or gain 1d4 Luxury Commodities. Regardless of your choice, rumors spread about where the government is getting these “gifts.” Increase Unrest by 1.
Failure Immediately roll 1 Resource Die and gain RP equal to the result. Rumors are backed up with eyewitness accounts. Increase Unrest by 1 and Corruption by 1.
Critical Failure You gain nothing from the Clandestine Business but angry citizens. Increase Unrest by 1d6, Corruption by 2, and one other Ruin of your choice by 1.
Craft Luxuries
You encourage your artisans to craft luxury goods and may even aid them in this pursuit. Roll 1 Resource Die and spend RP equal to the result. Then attempt a basic check.Critical Success Your artisans exceed expectations and craft extravagant goods. Gain 1d4 Luxury Commodities.
Success Your artisans produce some delightful goods. Gain 1 Luxury Commodity.
Failure Your artisans fail to produce anything noteworthy.
Critical Failure Your artisans not only fail to produce anything noteworthy, but some took advantage of the opportunity to push their own agendas or earn more for themselves by selling to underground markets. Increase one of your Ruins by 1.
Create a Masterpiece
You encourage your kingdom’s artists to create and display a masterful work of art to bolster your kingdom’s reputation. Attempt a basic check; the result affects either Fame or Infamy (depending on the type of kingdom you’re running). Create a Masterpiece may be attempted only once per Kingdom turn regardless of the number of leaders pursuing activities.Critical Success Gain 1 Fame or Infamy point immediately, and at the start of your next Kingdom turn, gain 1 additional Fame or Infamy point. Immediately roll 2 Resource Dice. Gain RP equal to the result.
Success Gain 1 Fame or Infamy point immediately.
Failure Your attempt to create a masterpiece fails.
Critical Failure Not only does your attempt to create a masterpiece fail, it does so in a dramatic and humiliating way. Lose 1 Fame or Infamy point; if you have no Fame or Infamy points to lose, instead gain 1d4 Unrest.
Creative Solution
You work with your kingdom’s scholars, thinkers, and practitioners of magical and mundane experimentation to come up with new ways to resolve issues when business as usual is just not working. Attempt a basic check.Critical Success You can call upon the solution to aid in resolving any Kingdom skill check made during the remainder of this Kingdom turn. Do so when a Kingdom skill check is rolled, but before you learn the result. Immediately reroll that check with a +2 circumstance bonus; you must take the new result. If you don’t use your Creative Solution by the end of this turn, you lose this benefit and gain 10 kingdom XP instead.
Success As critical success, but the Creative Solution costs the kingdom 1d4 RP to research. This cost is paid now, whether or not you use your Creative Solution.
Failure Your attempt at researching a Creative Solution costs the kingdom 2d6 RP but is ultimately a failure. It provides no advantage.
Critical Failure As failure, but your scholars and thinkers are so frustrated that you take a –1 circumstance penalty to Culture-based checks until the end of the next Kingdom turn.
Special You cannot influence a check with Supernatural Solution and Creative Solution simultaneously.
Establish Trade Agreement
Requirements You have diplomatic relations with the group you wish to establish an agreement with. You send a band of merchants out to establish a trade agreement between your kingdom and a group with whom you’ve established diplomatic relations. If a navigable river connects your kingdom with the other group’s territory, you can attempt a Boating check to Establish the Trade Agreement. If your kingdom’s proficiency rank in Magic is Master or higher, you can attempt a Magic check. Otherwise, attempt a Trade check. The check’s DC is either the group’s Negotiation DC (see sidebar) or your kingdom’s Control DC, whichever is higher.Critical Success You successfully establish a trade agreement with your target, and your merchants return with gifts! Immediately roll 2 Resource Dice, then gain RP equal to the result of roll.
Success You successfully establish a trade agreement.
Failure Your traders reach their destination but need to sweeten the deal to secure the trade agreement. Immediately roll 2 Resource Dice, and then spend RP equal to the result of this roll. If you do so, you successfully establish a trade agreement, otherwise the attempt fails.
Critical Failure Your trade agreement is a total loss and your traders do not return. Gain 1 Unrest, and until the end of the next Kingdom turn, take a –1 circumstance penalty to all Economy-related checks.
Focused Attention
You set aside time to focus attention on aiding another leader in an activity. Choose another leader and a Kingdom skill, then attempt a DC 20 check using the chosen skill. On a success, you grant that leader a +2 circumstance bonus to one kingdom check using that skill, provided that leader attempts the skill check during the same Kingdom turn. The Cooperative Leadership Kingdom feat (page 36) increases the efficiency of this activity.
Hire Adventurers
While the PCs can strike out themselves to deal with ongoing events, it’s often more efficient to Hire Adventurers. When you Hire Adventurers to help end an ongoing event, the DC is equal to your Control DC adjusted by the event’s level modifier. Roll 1 Resource Die and spend RP equal to the result each time you attempt this activity.Critical Success You end the continuous event.
Success The continuous event doesn’t end, but you gain a +2 circumstance bonus to resolve the event during the next Event phase.
Failure You fail to end the continuous event. If you try to end the continuous event again, the cost in RP increases to 2 Resource Dice.
Critical Failure As failure, but word spreads quickly through the region—you can no longer attempt to end this continuous event by Hiring Adventurers.
Infiltration
You send spies out to gather intelligence on a neighboring nation, a cult or thieves’ guild within your borders, an unclaimed Freehold, or even an unexplored adventure site. Alternately, you can simply send your spies out to investigate the current health of your kingdom. Attempt a basic check.Critical Success You learn something valuable or helpful. If you were infiltrating a specific target, the GM decides what is learned, but the information is exact and precise. For example, if you were infiltrating an unexplored ruin, you might learn that the site is infested with web lurkers and spider swarms. If you were investigating your kingdom’s health, your spies reveal easy methods to address citizen dissatisfaction, allowing you to choose one of the following: reduce Unrest by 1d4 or reduce a Ruin of your choice by 1.
Success You learn something helpful about the target, but the information is vague and imprecise. For example, if you were infiltrating the same ruin mentioned in the critical success above, you might learn that some sort of aberration uses the ruins as its lair. If you were investigating your kingdom’s health, your spies learn enough that you can take action. Reduce your kingdom’s Unrest by 1.
Failure Your spies fail to learn anything of import, but they are not themselves compromised.
Critical Failure You never hear from your spies again, but someone certainly does! You take a –2 circumstance penalty on all kingdom checks until the end of the next Kingdom turn as counter-infiltration from an unknown enemy tampers with your kingdom’s inner workings.
Pledge of Fealty
When your representatives encounter freeholders, refugees, independent groups, or other bands of individuals gathered in the wilderness who aren't already part of a nation, you can offer them a place in your kingdom, granting them the benefits of protection, security, and prosperity in exchange for their fealty. The benefits granted to your kingdom can vary wildly, but often manifest as one-time boons to your commodities or unique bonuses against certain types of events. The adventure text in this campaign offers numerous examples of groups who could accept a Pledge of Fealty. You can attempt this skill check with Intrigue, Statecraft, or Warfare; however, certain groups will respond better (or worse) to specific skills. The DC is the group's Negotiation DC (see the sidebar on page 23).Critical Success The group becomes part of your kingdom, granting the specific boon or advantage listed in that group's entry. If you haven't already claimed the hex in which the group dwells, you immediately do so, gaining 10 kingdom XP and increasing your kingdom's Size by 1 (this affects all statistics determined by Size; see page 38). If the hex doesn't share a border with your kingdom, it becomes a secondary territory and checks involving this location take a Control penalty.
Success As success, but you don't claim the hex the group is in. Immediately roll 1 Resource Die. You must spend RP equal to the result to integrate the group into your kingdom.
Failure The group refuses to pledge to you at this time. You can attempt to get them to Pledge Fealty next turn. Increase Unrest by 1.
Critical Failure The group refuses to pledge to you—furthermore, it will never Pledge Fealty to your kingdom, barring significant in-play changes or actions by the PCs (subject to the GM's approval). The group's potentially violent rebuff of your offer increases Unrest by 2 and increases a Ruin of your choice by 1.
Prognostication
Your kingdom’s spellcasters read the omens and provide advice on how best to prepare for near-future events. Attempt a basic check.Critical Success If you have a random kingdom event this turn, roll twice to determine the event that takes place. The players choose which of the two results occurs, and the kingdom gains a +2 circumstance bonus to the check to resolve the event.
Success Gain a +1 circumstance bonus to checks made to resolve random kingdom events this turn.
Failure Your spellcasters divine no aid.
Critical Failure Your spellcasters provide inaccurate readings of the future. You automatically have a random kingdom event this turn. Roll twice to determine the event that takes place; the GM decides which of the two results occurs.
Provide Care
Attempt a basic check to organize and encourage your settlements’ healers, apothecaries, medics, and other caregivers to provide care and support for citizens in need.Critical Success You provide unexpectedly compassionate support for the people. Reduce Unrest by 1 and reduce one Ruin of your choice by 1.
Success Your care soothes the worries and fears of the populace; reduce Unrest by 1.
Failure You don’t provide any notable care for the citizens, but at least you don’t make things worse.
Critical Failure Your attempt to provide care backfires. Increase your Unrest or a Ruin of your choice by 1.
Purchase Commodities
You can spend RP to Purchase Commodities, but doing so is more expensive than gathering them or relying upon trade agreements. When you Purchase Commodities, select the Commodity you wish to purchase (Food, Lumber, Luxuries, Ore, or Stone). Expend 8 RP if you’re purchasing Luxuries or 4 RP if you’re purchasing any other Commodity. Then attempt a basic check.Critical Success You immediately gain 4 Commodities of the chosen type and 2 Commodities of any other type (except Luxuries).
Success You gain 2 Commodities of the chosen type.
Failure You gain 1 Commodity of the chosen type.
Critical Failure You gain no Commodities.
Quell Unrest
You send your agents among the citizenry with the charge of suppressing dissent and calming unrest. You can attempt a basic Arts, Folklore, Intrigue, Magic, Politics, or Warfare check to Quell Unrest, but you can never use the same skill for this activity in consecutive Kingdom turns. This activity cannot be attempted more than once per Kingdom turn.Critical Success Reduce Unrest by 1d6.
Success Reduce Unrest by 1.
Failure You fail to reduce Unrest.
Critical Failure You not only fail to reduce Unrest, but actually incite further anger among the citizenry. Choose one of the following: increase Unrest by 1d4 or increase two Ruins of your choice by 1.
Reconnoiter Hex
You send a team to spend time surveying and exploring a specific hex, getting the lay of the land and looking for unusual features and specific sites. Spend 1 RP and then attempt a Basic check.Critical Success Your team successfully explores the hex and it is now Reconnoitered for the purpose of Claim Hex. Your team automatically finds one Special or Hidden feature if the hex contains one. If the hex contains multiple Special or Hidden Features the GM chooses one. If the hex contains an Encounter or Hazard, the team avoids it and reports back useful and detailed information on it. In addition, your team's reconnaissance of the hex goes so smoothly you may immediately attempt an additional Reconnoiter Hex activity on an adjacent hex. Treat a Critical Success on this additional check as a Success instead.
Success Your team successfully explores the hex and it is now Reconnoitered for the purpose of Claim Hex. If the hex contains a Special feature your team may find it if your GM wishes. If the hex contains an Encounter or Hazard, the team avoids it and reports basic information on it.
Failure Your team fails to explore the hex sufficiently. If the hex contains an Encounter or Hazard, the team escapes it and reports basic information on it.
Critical Failure Your team fails to explore the hex sufficiently and a number of the team are lost, causing you to take a -1 circumstance penalty to Loyalty-based checks until the end of your next Kingdom turn. If the hex contains an Encounter or Hazard, the team members were lost to it and the survivors can report back basic information on it.
Relocate Capital
Requirements One of your settlements that is not your current capital must contain a Castle, Palace, or Town Hall. All leaders must spend all of their leadership activities during the Activity phase of a Kingdom turn on this activity. The kingdom leaders announce that they are uprooting the seat of government from its current home and reestablishing it in another settlement. Attempt a check with a DC equal to the kingdom’s Control DC + 5. You cannot Relocate your Capital again for at least 3 Kingdom turns.Critical Success The move goes off splendidly, with people excited about the new capital and celebrating the leadership’s wisdom.
Success The move goes smoothly and with minimal disruption, but some folks are upset or homesick. Increase Unrest by 1.
Failure The move causes unhappiness. Gain 1 Unrest and increase two Ruins of your choice by 1.
Critical Failure The people reject the idea of the new capital and demand you move it back. The move is unsuccessful, and your capital remains unchanged. Gain 1d4 Unrest. Increase three Ruins of your choice by 1 and the fourth Ruin by 3.
Repair Reputation
When things have gotten out of hand in the kingdom and the nation's reputation has become damaged, you can focus efforts on a campaign to reassure the citizens and bring them closer together, stamp down crime, organize repairs and maintenance of public structures, or strive to adjust poor public opinions. The skill used to Repair Reputation depends on which Ruin total you wish to reduce. If you wish to reduce your Corruption, you attempt an Arts check. If you wish to reduce your Crime, you attempt a Trade check. If you wish to reduce your Decay, you attempt an Engineering check. If you wish to reduce your Strife, you attempt an Intrigue check. In all cases, the DC is your Control DC + 2.Critical Success You reduce the targeted Ruin by 2 and reduce its current ruin penalty by 1 to a minimum of 0.
Success You reduce the targeted Ruin by 1.
Failure You fail to reduce the targeted Ruin. You cannot attempt to Repair Reputation on this Ruin for 1 Kingdom turn.
Critical Failure You fail to reduce the targeted Ruin in a particularly public and embarrassing way. Increase Unrest by 1d4, and you cannot attempt to Repair Reputation for 3 Kingdom turns.
Request Foreign Aid
Requirements You have diplomatic relations with the group you are requesting aid from. When disaster strikes, you send out a call for help to another nation with whom you have diplomatic relations. The DC of this check starts at the other group’s Negotiation DC +2, but every subsequent Kingdom turn you Request Foreign Aid from the same group, the DC increases by 2. Every Kingdom turn that passes without Requesting Foreign Aid from that Group reduces the DC by 1 (until you reach the other group’s Negotiation DC +2). You may only attempt to request Foreign Aid with a given group once per Kingdom turn regardless of the number of leaders pursuing activities. [#V&K]Critical Success Your ally’s aid grants a +4 circumstance bonus to any one Kingdom skill check attempted during the remainder of this Kingdom turn. You can choose to apply this bonus to any Kingdom skill check after the die is rolled, but must do so before the result is known. In addition, immediately roll 2 Resource Dice and gain RP equal to the result; this RP does not accrue into XP at the end of the turn if you don’t spend it.
Success As success, but choose the benefit given by the aid: either roll 1 Resource Die and gain RP equal to the result or gain a +2 circumstance bonus to a check.
Failure Your ally marshals its resources but cannot get aid to you in time to deal with your current situation. At the start of your next Kingdom turn, gain 1d4 RP.
Critical Failure Your ally is tangled up in its own problems and is unable to assist you, is insulted by your request for aid, or might even have an interest in seeing your kingdom struggle against one of your ongoing events. Whatever the case, your pleas for aid make your kingdom look desperate. You gain no aid, but you do increase Unrest by 1d4.
Rest and Relax
Working non-stop can burn out even the most devoted and dedicated individual. As such, it's important to take time for yourself, and thus set a good example for the nation. You take time to relax, and you extend the chance to unwind to your citizens as well. The Kingdom skill you use to determine the effectiveness of your time off depends on how you want to spend it: - Use a basic Arts check to spend the time engaged in entertainment or the pursuit of a hobby. - Use a basic Boating check to enjoy trips on the lakes and rivers of your kingdom. - Use a basic Scholarship check to spend the time reading or studying a topic of personal interest beyond your daily duties. - Use a basic Trade check to spend your time shopping or feasting. - Use a basic Wilderness check to get away from the bustle and relax in the countryside. If your kingdom Rested and Relaxed the previous Kingdom turn, the DC increases by 4, as your kingdom's production and output hasn't had a chance to catch up to all those vacation days.Critical Success The citizens enjoy the time off and are ready to get back to work. Reduce Unrest by 1, and the next Leadership activity you take gains a +2 circumstance bonus.
Success The time spent relaxing has calmed nerves; reduce Unrest by 1.
Failure The rest is welcome, but not particularly beneficial in the long term.
Critical Failure The time is wasted, and when you get back to work, you have to spend extra time catching up. Take a -2 circumstance penalty to your next skill check made as a Leadership activity.
Send Diplomatic Envoy
You send emissaries to another group to foster positive relations and communication. The DC of this check is the group’s Negotiation DC (see the sidebar on page 23). Attempts to Send a Diplomatic Envoy to a nation with which your kingdom is at war take a –4 circumstance penalty to the check and have the result worsened one degree. At the GM’s option, some wars might be so heated that this activity has no chance of success.Critical Success Your envoys are received quite warmly and make a good first impression. You establish diplomatic relations with the group and gain a +2 circumstance bonus to all checks made with that group until the next Kingdom turn.
Success You establish diplomatic relations.
Failure Your envoys are received, but the target organization isn’t ready to engage in diplomatic relations. If you attempt to Send a Diplomatic Envoy to the group next Kingdom turn, you gain a +2 circumstance bonus to that check.
Critical Failure Disaster! Your envoy fails to reach their destination, is turned back at the border, or is taken prisoner or executed, at the GM’s discretion. The repercussions on your kingdom’s morale and reputation are significant. Choose one of the following results: gain 1d4 Unrest, add 1 to a Ruin of your choice, or immediately roll 2 Resource Dice and spend RP equal to the result. In any event, you cannot attempt to Send a Diplomatic Envoy to this same target for the next 3 Kingdom turns.
Special The first time your kingdom succeeds at establishing diplomatic relations in the campaign, gain 60 kingdom XP as a milestone award.
Supernatural Solution
Your spellcasters try to resolve issues when mundane solutions just aren’t enough. Attempt a basic check.Critical Success You can call upon your spellcasters’ supernatural solution to aid in resolving any Kingdom skill check made during the remainder of this Kingdom turn. Do so just before a Kingdom skill check is rolled (by yourself or any other PC). Attempt a Magic check against the same DC in addition to the Kingdom skill check, and take whichever of the two results you prefer. If you don’t use your Supernatural Solution by the end of this Kingdom turn, this benefit ends and you gain 10 kingdom XP instead.
Success As critical success, but the solution costs the kingdom 1d4 RP to research. This cost is paid now, whether or not you use your supernatural solution.
Failure Your attempt at researching a supernatural solution costs the kingdom 2d6 RP, but is ultimately a failure, providing no advantage.
Critical Failure As failure, but your spellcasters’ resources and morale are impacted such that you cannot attempt a Supernatural Solution again for 2 Kingdom turns.
Special You cannot influence a check with Supernatural Solution and Creative Solution simultaneously.
Take Charge
You spend some time getting directly involved in helping your kingdom. Choose a skill that your Kingdom is at least Trained in, then attempt a basic check. You can never use the same skill for this activity twice in the same Kingdom turn.Critical Success Gain 1 RP. In addition you get a +1 Circumstance Bonus to the next Check you make this turn with the chosen skill.
Success Gain 1 RP
Failure You fail to generate RP.
Critical Failure You take a -1 Circumstance Penalty to the next Check you make this turn with the chosen skill.
Step 2: Region Activities
Abandon Hex
Requirements The hex to be abandoned must be controlled. After careful consideration, you decide that you would rather not hold onto a particular hex as part of your claimed territory. You renounce your claim to it and pull back any settlers or explorers. Attempt a basic Exploration or Wilderness check. You can abandon more than one hex at a time, but each additional hex you abandon increases the DC of this check by 1.Critical Success You abandon the hex or hexes, decreasing your kingdom’s Size by 1 per hex abandoned (this affects all statistics determined by Size; see page 38). Settlers and explorers return and resettle elsewhere in your kingdom, bringing with them bits of salvage from the abandoned hexes. Gain 1 RP per abandoned hex.
Success As critical success, but you gain no RP and increase Unrest by 1.
Failure You abandon the hex or hexes, decreasing your kingdom’s Size by 1 per hex abandoned (this affects all statistics determined by Size; see page 38). Some citizens become disgruntled refugees who refuse to leave the hex. Increase Unrest by 2 and then attempt a DC 6 flat check. If you fail, the refugees become bandits, and during your next Event phase, your kingdom experiences a Squatters kingdom event automatically in addition to any other event that might occur.
Critical Failure As failure, but increase Unrest by 3 and automatically experience a Bandit Activity kingdom event instead of a Squatters event.
Special The Unrest gained from abandoning a hex doubles if it includes a settlement. A settlement in an abandoned hex becomes a Freehold (page 41).
Build Roads
Requirements The hex in which you seek to build roads must be claimed by your kingdom. You order your kingdom’s engineers to construct a network of robust roads through the hex. Travel along roads uses a terrain type one step better than the surrounding terrain; for example, roads through forest hexes—normally difficult terrain—allow travel as if it were open terrain. Spend RP as determined by the hex’s most inhospitable terrain (see Building on Rough Terrain on page 23; if the hex includes any rivers that cross the hex from one hex side to any other, you must spend double the normal RP cost to also build bridges; this adds the Bridge structure to that hex). Then attempt a basic check. Work with the GM to determine where your roads appear on the map.Critical Success You build roads into the target hex and one adjacent claimed hex that doesn’t yet have roads and whose terrain features are at least as hospitable as those of the target hex. If no adjacent hex is appropriate, treat this result as a Success instead.
Success You build roads in the hex.
Failure You fail to build roads in the hex.
Critical Failure Your attempt to build roads ends in disaster. Not only do you fail to build roads, but you lose several workers to an accident, banditry, a vicious monster, or some other unforeseen occurrence. Gain 1 Unrest.
Claim Hex
Requirements You have Reconnoitered the hex to be claimed during hexploration. This hex must be adjacent to at least one hex that’s already part of your kingdom. If the hex to be claimed contains dangerous hazards or monsters, they must first be cleared out—either via standard adventuring or the Clear Hex activity. Your surveyors fully explore the hex and attempt to add it into your kingdom’s domain. Spend 1 RP and then attempt a basic Exploration, Intrigue, Magic, or Wilderness check.Critical Success You claim the hex and immediately add it to your territory, increasing your kingdom’s Size by 1 (this affects all statistics determined by Size; see page 38). Your occupation of the hex goes so smoothly that you can immediately attempt another Region activity.
Success You claim the hex and add it to your territory, increasing your kingdom’s Size by 1 (this affects all statistics determined by Size; see page 38).
Failure You fail to claim the hex.
Critical Failure You fail to claim the hex, and a number of early settlers and explorers are lost, causing you to take a –1 circumstance penalty to Stability-based checks until the end of your next Kingdom turn.
Special At 1st level, when selecting the three activities you take during the Region Activities step of the Activity phase of the Kingdom turn, you may select this activity no more than once. Once your kingdom reaches 4th level, you may select it up to twice per turn, and after reaching 9th level you may select it up to three times per turn.
Clear Hex
Engineers and mercenaries attempt to prepare a hex to serve as the site for a settlement, or they work to remove an existing improvement, a dangerous hazard, or an encounter. If you’re trying to prepare a hex for a settlement or demolish an improvement you previously built (or that was already present in the hex), spend RP as determined by the hex’s most inhospitable terrain feature (see the Building on Rough Terrain sidebar nearby). Then attempt a basic Engineering check. If you’re trying to remove a hazard or encounter, instead attempt an Exploration check. The DC of this check is set by the highest level creature or hazard in the hex (as set by Table 10–5: DCs by Level, on page 503 of the Pathfinder Core Rulebook). If the hex you’re attempting to Clear has existing Ruins or an existing Structure, your action doesn’t physically remove the buildings from the area and you can later incorporate these buildings (or repair ruined ones) into a Settlement you build here later. Regardless of the skill used, increase the basic DC by 2 if the hex to be cleared is not yet part of your kingdom.Critical Success You successfully clear the hex. If you spent RP to attempt this activity, you’re refunded half of the RP cost. If you were removing dangerous creatures (but not hazards) from the hex, your explorers and mercenaries recover 2 Luxury Commodities as treasure.
Success You successfully clear the hex.
Failure You fail to clear the hex.
Establish Farmland
Requirements Plains or hills are the predominant terrain feature in the hex; the hex is in the influence of one of your settlements. You plant crops and establish livestock in permanent farms, ranches, and other growing operations to create Farmland (page 41). If you’re attempting to Establish Farmland in a hex that is predominantly plains, you must spend 1 RP and the check is against your Control DC. If you’re targeting a hex that is predominantly hills, you must spend 2 RP and the check is against your Control DC + 5.Critical Success You establish two adjacent Farmland hexes instead of one. If your target hex was a hills hex, the additional hex may be a hills hex or a plains hex; otherwise, the additional hex must be a plains hex. If no appropriate hex is available, treat this result as a regular success instead.
Success You establish one Farmland hex.
Failure You fail to establish a Farmland hex.
Critical Failure You fail to establish a Farmland hex, and your attempt potentially causes the spread of a blight. At the start of each of the next two Event phases, attempt a DC 6 flat check; on a failure, your kingdom experiences a Crop Failure event in this and all adjacent hexes.
Establish Settlement
Requirements The hex in which you’re establishing the settlement has been Cleared and doesn’t currently have a settlement (including a Freehold) in it. You draw up plans, gather resources, entice citizens, and establish boundaries to found a brand new settlement in the hex. Attempt a basic Engineering, Industry, Politics, or Scholarship check. If you cannot pay the RP required by the result of this check, treat your result as a critical failure. A settlement always starts as a village. See page 46 for further details about building settlements.Critical Success You establish the settlement largely with the aid of enthusiastic volunteers. Spend 1d6 RP.
Success You establish the settlement. Spend 3d6 RP.
Failure You establish the settlement, but inefficiently and at great expense. Spend 6d6 RP.
Critical Failure You fail to establish the settlement.
Establish Work Site
You hire a crew of workers to travel to a hex that contains Lumber, Ore, or Stone to be harvested. Spend RP as determined by the hex’s most inhospitable terrain (see the Building on Rough Terrain sidebar on page 23). Then attempt a basic check. Lumber camps can be established in any hex that contains a significant amount of forest terrain. Mines and quarries can be established in any hex that contains a significant amount of hill or mountain terrain.Critical Success You establish a Work Site in the hex and proceed to discover an unexpectedly rich supply of high quality Commodities. All Commodity yields granted by this site are doubled until the end of the next Kingdom turn.
Success You establish a Work Site in the hex.
Failure You fail to establish a Work Site in the hex.
Critical Failure Not only do you fail to establish a Work Site, but you lose several workers to an accident, banditry, a vicious monster, or some other unforeseen occurrence. Gain 1 Unrest.
Go Fishing
Requirements Must have at least one claimed hex that includes river or lake terrain. Attempt a basic check to fish for food from the rivers and lakes in your kingdom.Critical Success Gain 1d4 Food commodities.
Success Gain 1 Food commodity.
Failure Gain no Food commodities.
Critical Failure You lose some fishers to tragic accidents; gain 1 Unrest.
Fortify Hex
Requirements The target hex must be claimed by your kingdom and must not have a settlement in it. You command your engineers to construct a protected encampment, such as a fort or barbican, to serve as a defensive post in the hex. Spend RP as determined by the hex’s most inhospitable terrain (see the Building on Rough Terrain sidebar on page 23). Then attempt a basic check. A fortified hex grants an additional bonus in warfare (see the appendix starting on page 71), but also gives traveling PCs a place to rest that prevents wandering monsters from interrupting their rest.Critical Success You find a defensible position for your fortification and finish construction efficiently. Gain a refund of half the RP you spent to build in the hex, then reduce Unrest by 1.
Success You establish your fortification in the hex. Reduce Unrest by 1.
Failure You fail to fortify the hex.
Critical Failure Your attempt ends in disaster. Not only do you fail to build a structure, but you lose several workers to an accident, banditry, a vicious monster, or some other unforeseen occurrence. Gain 1 Unrest.
Gather Livestock
Attempt a basic check to gather excess livestock from local wildlife, ranches, and farms. This generates a number of Food commodities.Critical Success Gain 1d4 Food commodities.
Success Gain 1 Food commodity.
Failure Gain no Food commodities.
Critical Failure Lose 1d4 Food commodities to spoilage. If you have no Food to lose, you instead gain 1 Unrest.
Harvest Crops
Attempt a basic check to forage for wild edibles or gather excess crops from farms.Critical Success Gain 1d4 Food commodities.
Success Gain 1 Food commodity.
Failure Gain no Food commodities.
Critical Failure Lose 1d4 Food commodities to spoilage; if you have no Food to lose, you instead gain 1 Unrest.
Irrigation
Requirements You control a hex adjacent to a river or lake that itself does not contain a river or lake. You send excavators to build waterways, canals, or drainage systems to convey water from areas that have natural access to a river or lake. Spend RP as determined by the hex’s most inhospitable terrain feature (see the Building on Rough Terrain sidebar on page 23). Then attempt a basic check.Critical Success The hex gains a river or lake terrain feature (or you change the effects of a previous critical failure at Irrigation in this hex into a failure); work with your GM to determine where these features appear in the hex. In addition, your workers were efficient and quick, and you regain half the RP you spent building the waterways.
Success As success, but without regaining any RP.
Failure You fail to build workable systems or to restore a previous critical failure, and the hex does not gain the river or lake terrain feature.
Critical Failure As failure, but your attempts at Irrigation are so completely useless that they become breeding grounds for disease. Gain 1 Unrest. From this point onward, at the start of your Kingdom turn’s Event phase, attempt a DC 4 flat check. This flat check’s DC increases by 1 for each hex in your kingdom that contains a critically failed attempt at Irrigation. If you fail this flat check, your kingdom suffers a Plague event in addition to any other event it might have. You can attempt this activity again in a later Kingdom turn to undo a critically failed Irrigation attempt.
Step 3: Civic Activities
Build Structure
You attempt to build a structure in the settlement that’s granting the Civic activity. You may choose any structure for which you meet the requirements. Select the appropriate number of contiguous buildable lots in a single block as specified by the structure’s entry and spend the specified RP and Commodity cost. Then attempt the structure’s skill check. You can also use this activity to attempt to repair a structure that was damaged as the result of an event but hasn’t been replaced by Rubble. To do this, first spend half the structure’s listed RP and Commodity cost, and then attempt the specified check. The existing structure gives you a +2 item bonus to the check. On a success, record the new construction on the Urban Grid. Unless the structure’s entry states otherwise, its effects are immediate; if the structure adjusts a Ruin’s point total, adjust it upon construction.Critical Success You construct or repair the structure with great efficiency and get back half of the Commodities spent in construction or repair.
Success You construct or repair the structure.
Failure You fail to construct or repair the structure. You can try to complete it next Kingdom turn; if you do so, you do not need to re-pay the RP and Commodity cost.
Critical Failure You fail to construct the structure; if you were attempting to repair a damaged structure, it is reduced to Rubble. In either event, Rubble now fills the structure’s lots, which must be cleared with the Demolish activity before you can attempt to Build a Structure in them again.
Demolish
Choose a single occupied lot in one of your settlements and attempt a basic check to reduce it to Rubble and then clear the Rubble away to make ready for a new structure. For multiple-lot structures, you’ll need to perform multiple Demolish activities (or critically succeed at the activity) to fully clear all of the lots. As soon as you begin Demolishing a multiple-lot structure, all of the lots occupied by that structure no longer function.Critical Success Choose one of the following effects: you demolish an entire multiple-lot structure all at once and clear all of the lots it occupied, or you recover 1d6 Commodities (chosen from lumber, stone, and ore) from the Rubble of a single-lot demolition.
Success You demolish the lot successfully.
Failure You fail to demolish the lot. It remains in Rubble and cannot be used for further construction until you successfully Demolish it.
Critical Failure As failure, but accidents during the demolition cost you the lives of some of your workers. Gain 1 Unrest.
Step 4: Army Activities
Step 1: Check for a Random Event
Step 2: Event Resolution
Step 3: Apply Kingdom XP
Step 4: Increase Kingdom Level
Setup
| Ability | Score |
|---|---|
| Culture | |
| Economy | |
| Loyalty | |
| Stability |