City Building

Adding buildings to a city is one of the most efficient ways to enhance a kingdom’s statistics, as each block of buildings added to a city grants specific bonuses. Descriptions of each of type of building, as well as the bonuses it provides, are listed below. The building’s BP cost, its size if larger than 1 lot, and any prerequisite buildings that must be built first are listed in parentheses after its name.

Unless otherwise stated, each building adds 100 gp to the city’s base value. The building’s benefit to the city and kingdom is listed last in italics. If the city has two or more buildings that reduce the cost of another type of building, the cost reductions do not stack.

Residential

Carriage House

(20 BP; must be adjacent to a Stable; 1x2 lots): As roads improve, so do the options for travel. A carriage house offers city residents a higher class of transportation than simple horseback. Economy +2, Stability +3; city base value +500 gp; doubles the Economy and Stability bonuses granted by Highways located between cities with Carriage Houses (for up to 8 hexes).

Houses

(3 BP): A number of midsized, single-family homes. Houses serve as prerequisites for many other buildings. The first House built during any Improvement Phase does not count against the total number of buildings that can be built during that phase. Stability +1; Unrest -1; city base value +50 gp.

Inn

(12 BP; must be adjacent to 1 House): A place for visitors to spend the night. Economy +2, Loyalty +1, Stability +2; city base value +250 gp.

Mansion

(10 BP): A single large house for a wealthy family and its servants. Stability +3.

Noble Estate

(20 BP; 2x2 lot): A sprawling manor with luxurious grounds that houses a noble family. Nice, but too many noble estates may cause resentment among the rest of the populace. Economy +1, Loyalty +1, Stability +4; Unrest +1; halves cost of Exotic Craftsmen and Luxury Shops in same district.

Shanties

(0 BP): Shanties and slums often spring up when there isn’t enough housing available for city residents. Stability -1; Unrest +2; city base value +0 gp; demolishing Shanties results in a permanent +2 Unrest penalty unless it is replaced with Houses or Tenements.

Tenements

(1 BP): A large number of low rent, high-density housing units. Tenements count as Houses for the purpose of fulfilling building requirements and, like a House, the first Tenement built during any Improvement Phase does not count against the total number of buildings that can be built during the phase, but building too many Tenements can increase a kingdom’s Unrest quickly. Unrest +1; city base value +0 gp.

Townhouses

(6 BP): A block of tightly-packed, multi-story, single-family homes. Townhouses count as Houses for the purpose of fulfilling building requirements. Stability +2; Unrest -1.

Economic

Aerie

(40 BP; must be adjacent to the outer perimeter of city): An elevated structure for housing and selling giant birds and other flying mounts. Economy +1, Loyalty +1, Stability +3; city base value +1,000 gp; allows armies to be equipped with Flying Mounts.

Alchemist Lab

(16 BP; must be adjacent to 1 House and Dump): The laboratory and home of a creator of potions, poisons, and alchemical items. Economy +1, Loyalty +1; city base value +1,000 gp; 2 minor magic items; armies can be equipped with potions.

Artificer

(22 BP; must be adjacent to 1 House): A shop front for a magewright or other arcane craftsman. Economy +2, Stability +1; city base value +1,000 gp; 3 minor magic items. Armies can be equipped with magical armour and weapons; Limit 1 per city.

Bank

(10 BP): A building for storing coins and other valuables, as well as conducting financial transactions. Economy +2, Stability +2; city base value +500 gp.

Black Market

(36 BP; must be adjacent to Caravan Grounds, Gate in the City Wall, Market, Greater Market, Lesser Market, Pier or Waterfront): A number of small shops selling secret, and usually illegal, wares. Economy +3; Unrest +2; city base value +1,000 gp; 2 minor magic items, 1 medium magic item, 1 major magic item.

Brewery

(6 BP, 1x2 lot): A building for beer making, winemaking, or similar use. Economy +1, Loyalty +1, Stability +1.

Caravan Grounds

(12 BP; must be adjacent to a Gate in the City Walls or the outer perimeter of the city if city has no City Walls; 2x2 lot): A large open area where caravans can load and unload their merchandise. Often the site of impromptu bazaars as traders bring new and novel goods from faraway places. Caravan grounds tend to be somewhat deserted between caravans. Economy +2, Stability +2; Unrest +1; city base value +1,000 gp; 1 minor magic item.

Craftsman

(6 BP; must be adjacent to 1 House): A shop front for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker. Economy +1, Stability +1; city base value +250 gp.

Drug Den

(0 BP): Sometimes illicit drug dens spring up spontaneously in run-down neighbourhoods, and other times, they are set up by criminal elements within a city; in either case, they soon prove to be nothing but trouble. Economy -1, Loyalty -1, Stability -1; Defences -1; Unrest +2; city base value +0 gp.

Exotic Craftsman

(16 BP; must be adjacent to 1 House): The workshop and home of an exotic craftsman, such as a creator of magic items, a tinker, a fireworks maker, or a glassblower. Economy +2, Loyalty +1, Stability +1; city base value +1,000 gp; 1 minor magic item.

Foreign Quarter

(40 BP; 4x4 lot): A diverse collection of houses, shops and offices whose residents hail from regions across the world, a foreign quarter serves as the first stop for many immigrants to the kingdom. Economy +2, Stability +2; Unrest +1; city base value +1,000 gp; 2 minor magic items, 1 medium magic item; halves Consumption cost of Promotion Edicts.

Herbalist

(8 BP; must be adjacent to 1 House and Park): The workshop and home of a gardener, healer, poisoner, or creator of potions. Loyalty +1, Stability +1; city base value +500 gp; 1 minor magic item; armies can be equipped with potions.

Grain Mill

(8 BP; must be adjacent to water; cannot be adjacent to Houses, Mansions, Noble Estates or Townhouses, 1x2 lot): A building where grain is ground into flour. Mills are good for the economy, but also attract a wide variety of pests. Economy +3, Stability +1; Unrest +1; increases production by 25% for up to 8 hexes of Farms.

Guildhall

(28 BP; must be adjacent to 2 Craftsmen; 1x2 lot): A large building that serves as headquarters for a guild or similar organization. Economy +2, Loyalty +2, Stability +3; city base value +500 gp; halves cost of Breweries, Craftsmen, Exotic Craftsmen, Smiths in same city.

Lumber Mill

(8 BP; must be adjacent to water; cannot be adjacent to Houses, Mansions, Noble Estates or Townhouses, 1x2 lot): A building used to cut logs into lumber. Lumber mills are good for the economy, but also produce quite a bit of pollution. Economy +3, Stability +1; Unrest +1; increases production by 25% for up to 8 Logging Camps.

Luxury Shop

(28 BP; must be adjacent to 2 Mansions or 1 Noble Estate): A shop that specializes in expensive wares and luxuries. Economy +2; city base value +1,000 gp; 2 minor magic items.

Magic Shop

(48 BP; must be adjacent to 2 Houses): A shop that specializes in magic items and spells. Economy +3, Loyalty +1, Stability +1; city base value +2,000 gp; 4 minor magic items, 2 medium magic items, 1 major magic item.

Market

(36 BP; must be adjacent to 2 Houses; 1x2 lot): An open area for mercantile pursuits, travelling merchants, and bargain hunters. Economy +3, Stability +2; city base value +3,000 gp; 2 minor magic items; halves cost of adjacent Craftsmen and Shops.

Market, Greater

(60 BP; must be adjacent to 3 Houses; 2x2 lot): A grand bazaar, selling goods and wares from across the land. Though good for the economy, large markets like this often attract thieves. Economy +5, Stability +3; Unrest +1; city base value +5,000 gp; 3 minor magic items, 2 medium magic items; halves cost of adjacent Alchemist Labs, Craftsmen, Exotic Craftsmen, Luxury Shops, Magic Shops and Shops.

Market, Lesser

(12 BP; must be adjacent to 1 House; district must already have Greater Market or Market): A smaller, more specialized market – a fish market or antiques market, for example. Economy +3; city base value +1,000 gp; 1 minor magic item; halves cost of adjacent Craftsmen and Shops.

Mill Pond

(2 BP): An artificial pond used to provide water for mills, factories and other industrial buildings. City base value +0 gp; counts as “water” for adjacent Grain Mills, Lumber Mills and Smelters.

Mooring Tower

(15 BP): An aerial dock for skyships, serving both cargo and passengers. Economy +2, Stability +2; city base value +1,000 gp; 1 minor magic item.

Pier

(12 BP; must be adjacent to water): A dock for ships, handling both cargo and passengers, but sometimes attracting a rough crowd. Economy +2, Stability +2; Unrest +1; city base value +1,000 gp; 1 minor magic item; doubles the Economy and Stability bonuses granted by rivers located between cities with Piers (for up to 8 hexes) if the entire length of river between cities is navigable.

Shipyard

(24 BP; must be adjacent to water; 2x2 lot): Facilities for building and repairing ships and large boats. Economy +3, Stability +2; city base value +1,000 gp; allows the construction Ships, which may transport armies across water.

Shops

(5 BP; must be adjacent to 1 House): A collection of small shops, including a general store. Economy +1; city base value +250 gp.

Slaughterhouse

(6 BP; must be adjacent to Stockyard; cannot be adjacent to Houses, Mansions, Noble Estates or Townhouses, 1x2 lot): A building where animals, usually cattle and other livestock, are killed and butchered. Between the living and dead animals, the surrounding area smells terrible. Economy +2, Stability +1; Unrest +1; increases production by 25% for up to 8 hexes of pastureland.

Smelter

(8 BP; must be adjacent to water; cannot be adjacent to Houses, Mansions, Noble Estates or Townhouses, 1x2 lot): A building used to separate metal from ore. Smelters are good for the economy, but also produce quite a bit of pollution. Economy +3, Stability +1; Unrest +1; increases production by 25% for up to 8 Mines.

Smith

(8 BP): An armour smith, blacksmith, or weapon smith. Economy +1, Stability +1; city base value +200 gp; prerequisite for armies to be equipped with Heavy Armour, Masterwork Armour and Weapons, Magic Armour and Weapons, and Tower Shields.

Stable

(10 BP; must be adjacent to Inn): A structure for housing and selling horses and other mounts. Economy +1, Stability +1; city base value +500 gp; doubles the Economy and Stability bonuses granted by Roads located between cities with Stables //(__for up to 8 hexes); allows armies to be equipped with Mounts.//

Stockyard

(6 BP; cannot be adjacent to Houses, Mansions, Noble Estates or Townhouses; 2x2 lot): An area for holding and selling livestock, usually cattle and other large farm animals, but sometimes including more exotic beasts like elephants or reindeer. Economy +2; halves cost of Slaughterhouses and Tanneries in same district; armies can be equipped with heavy draft animals.

Tannery

(4 BP; cannot be adjacent to Houses, Mansions, Noble Estates or Townhouses): A business that prepares hides and leather. The mixture of urine, chemicals and animals smells terrible. Economy +1, Stability +1; Unrest +1; prerequisite for armies to be equipped with Heavy, Masterwork and Magic Armour, and Tower Shields.

Warehouse

(10 BP; must be adjacent to Caravan Grounds, Gate in the City Wall, Pier or Waterfront, or the outer perimeter of the city if the city has no City Walls; district must have at least 3 Shops, including Magic Shops and Luxury Shops, although they need not be adjacent to the Warehouse; 1x2 lot): Large, simple buildings used by merchants to store goods and merchandise. Economy +3, Stability +1; city base value +500 gp.

Waterfront

(80 BP; must be adjacent to water; 2x4 lot): A port for arrival and departure when travelling by river, and a centre of commerce. More river traffic, however, also means more rowdy sailors. Waterfronts count as Piers for the purpose of doubling river bonuses between cities with Piers. Economy +5, Stability +3; Unrest +2; city base value +5,000 gp; 4 minor magic items, 2 medium magic items; halves cost of Black Markets, Markets, Greater Markets, Lesser Markets and Shipyards in same city.

Workhouse

(6 BP; must be adjacent to 2 Shanties and/or Tenements, or 1 Orphanage; 1x2 lots): A place where those unable to support themselves - the poor, the infirm, orphans, widows, abandoned wives and the aged - go to live and work. Economy +3, Loyalty -1; Unrest +1.

Military

Armoury

(8 BP; must be adjacent to a Barracks, Garrison or Castle, or within a Citadel): A building store weapons and armour of all sorts. Defences +2; Unrest -2; Reduces BP cost of Resources for outfitting an army by 1BP (including Improved Weapons, Improved Armour and Ranged Weapons). Limit, one per realm.

Barracks

(12 BP; 1x2 lot): A building to house city guards, militia and military forces. Stability +2; Defences +2; Unrest -2; may raise an army size Medium or smaller; may hold up to 1 Medium army in reserve.

Citadel

(100 BP per year for 4 years to build; requires realm of 200+ hexes by completion; 1 district/36 lots – Citadel fills all outer lots, inner lots may be built upon.): Great defences reinforce this structure of layered walls, interlocking keeps and moats, lesser castles, towers, and bridges. Other buildings may be constructed within the citadel. Economy +10, Loyalty +10, Stability +10; Defence Modifier +16; Unrest –10; Provides City Walls for the entire city the citadel occupies. Halves the cost of an Arena (or Coliseum), City Wall, Castle, Cathedral, and Waterfront (or Harbor - if next to water hex) in same city; limit one per kingdom; may raise any size of army; may hold up to 1 Colossal army in reserve.

City Wall

(10 BP per section): City walls do not occupy a city block; instead, each section of city wall fortifies one of a district’s four outer borders. Each section of city wall may include one gate. The gate is free if built at the same time as the rest of the wall, or costs 4 BP if added later. The inclusion of a Gate reduces the Defences of that section by 1. A city wall cannot be built on a water border. Defences +4 (per section); Unrest -1 (per section); city base value +0 gp; completion of 3 sections of City Walls allows armies to be equipped with Siege Weapons.

Garrison

(24 BP; 2x2 lot): A large building to house armies, train guards, and recruit militia. Loyalty +1, Stability +2; Defence +4; Unrest 2; halves cost of Barracks and Watchtowers in same city; may raise an army of any size; may hold up to 1 Huge army in reserve.

Keep

(30 BP): Additional fortifications and defences within the walls of the city, designed as a fallback for defenders. Loyalty +1, Stability +1, Defence Modifier +2; Limit one per city district.

Palisade

(8 BP): Palisades do not occupy a city block; instead the palisade surrounds the city district. The palisade includes one gate. Further gates may be added as a later construction for 1 BP. The inclusion of a gate beyond the first reduces the Defences of the palisade by 1 per additional gate. A palisade cannot be built on a water border. Defences +4; Unrest -1; city base value +0 gp. A town cannot have both a city wall and a palisade. If a town builds a city wall when it already has a palisade wall, the palisade is simply replaced..

Watchtower

(10 BP): A tall structure that serves as a guard post and landmark. Stability +1; Defences +1; Unrest- 1; city base value +0 gp; may hold up to 1 Small army in reserve.

Government

Castle

(56 BP + 1 BP/month; 2x2 lot): The home of the city’s leader and the heart of its defences. Economy +2, Loyalty +4, Stability +4; Defences +8; Prestige +1; Unrest 4; halves cost of Keeps, Mansions and a Town Hall in same city; may hold up to 1 Large army in reserve; limit 1 per city.

Courthouse

(32 BP; 1x2 lot): As a kingdom grows, so does its body of laws and its need for an impartial court to mediate disputes between citizens and settle charges against citizens. Loyalty +3, Stability +4; Unrest -2, Kingdom Unrest -1; limit 1 per city.

Embassy

(20 BP + 1 BP/month; your kingdom must have a Treaty with the other nation, 1x2 lot): The official residence of the ambassador from a foreign nation. The embassy is considered “foreign soil,” however, the exchange of ambassadors is mutual, and the maintenance of a foreign embassy in your kingdom assumes that you also maintain an embassy in that nation. But be aware – while diplomatically and economically positive, embassies can also serve as bases for espionage. Economy +3, Stability -1; Defences -1.

Government Offices

(10 BP; must be adjacent to Courthouse, National Assembly or Town Hall): Growing cities and kingdoms require bureaucracies to manage the day-to-day affairs of the government. They do, however, tend to frustrate average citizens and sometimes fall victim to corruption. Economy +2, Stability +4; Unrest +1.

Jail

(10 BP; must be adjacent to Office of City Guard, Courthouse, Barracks or Garrison): A fortified structure for housing criminals. Loyalty +1, Stability +3; Unrest -2; city base value +0 gp; limit 1 per district.

Mint

(36 BP + 2 BP/month; must be adjacent to Town Hall): A government-run facility where coins are produced, each bearing a design unique to the kingdom. Economy +2, Loyalty +3, Stability +3; Prestige +2; limit 1 per kingdom.

National Assembly

(72 BP; capital city only; 4x4 lot): A kingdom may choose to create a national assembly, such as a Parliament or Senate. It may be an advisory body, designed to give the king or queen input and feedback, or it may be a true legislature, creating laws that govern the kingdom. It may be composed of noble lords who hold hereditary positions, or it may be a representative body, made up of elected citizens from all walks of life. Loyalty +5, Stability +5; Kingdom Unrest -3; halves cost of Government Offices throughout the kingdom; limit 1 per kingdom (capital city only).

Offices of the City Guard

(8 BP): The headquarters of the city watch. Loyalty +1, Stability +1; Unrest -1

Orphanage

(10 BP; must be adjacent to 1 House): A home for children without parents, providing them with a place to live other than on the streets. Loyalty +2, Stability +2; Unrest -1; city base value +50 gp.

Palace

(100 BP + 5 BP/month; 4x4 lot): For when a castle simply isn’t enough. A lavish structure surrounded by parks and gardens, consisting of hundreds of rooms – throne rooms and audience chambers, banquet halls and ballrooms, theatres and art galleries, all intended to impress and inspire awe. But this level of splendour cannot exist without breeding some resentment. Economy +2, Loyalty +5, Stability +5; Defences +4; Prestige +5; Unrest +2; city base value +1,000 gp; halves cost of Noble Estates in same city; may hold up to 1 Medium army in reserve; limit 1 per city, 2 per kingdom (a summer palace and a winter palace).

Town Commons

(4 BP): A public venue for edicts, gallows, gossip, town criers, posters and flea markets. Loyalty +1.

Town Hall

(28 BP; 1x2 lot): A public venue for town meetings and repository for town records. Economy +2, Loyalty +3, Stability +4; halves cost of Granaries and Jails in same city; limit 1 per city.

Entertainment

Arena

(10 BP; 2x2 lot): A small stadium for competitions, sporting events and/or gladiatorial games. Unlike larger coliseums, arenas tend to be a bit seedy. Economy +2, Loyalty +3, Stability +1; Unrest +1.

Brothel

(4 BP; must be adjacent to 1 Inn or Tavern): A place to pay for companionship of any sort. Economy +1, Loyalty +2; Unrest +1.

Coliseum

(60 BP + 1 BP/month; 4x4 lot): A massive public stadium for competitions, team sporting events, horse races and/or gladiatorial games. If adjacent to water or if the city is connected to an aqueduct, the coliseum may even be flooded for naval demonstrations. Economy +3, Loyalty +4, Stability +3; Prestige +1; doubles Economic and Stability benefits of Promotion Edicts; limit 1 per city.

Fairgrounds

(20 BP; 4x4 lot): A large open space for festivals, fairs and, occasionally, grazing livestock. Economy +2, Loyalty +2, Stability +2; halves Consumption cost of Festival Edicts.

Gambling Hall

(4 BP; must be adjacent to Inn or Tavern): A place where people can bet on games of chance or sporting events. A lot of fun, but things can sometimes get out of hand. Economy +2, Loyalty +1; Unrest +1.

Menagerie

(16 BP; 1x2 lot): A large, outdoor park featuring a variety of wild animals in cages for the delight of the public. Economy +1, Loyalty +3; creatures donated to the Menagerie’s collection increase the Menagerie’s Prestige bonus: +1 per creature 3-9 HD, +2 per creature 10 HD and above, plus an additional +1 if a creature is particularly famous in the kingdom (max. Prestige bonus = +6).

Museum

(16 BP; 1x2 lot): A place to exhibit art, historical artifacts and other national treasures. Economy +1, Loyalty +2, Stability +2; items donated to the Museum’s collection increase the Museum’s Prestige bonus: +1 per medium magic item or mundane item worth between 8,000 gp and 27,999 gp, +2 per major magic item or mundane item worth more than 28,000 gp, plus an additional +1 if an item is of particular historical significance to the kingdom (max. Prestige bonus = +6).

Tavern

(6 BP; must be adjacent to 1 House): An eatery or drinking establishment. Economy +1, Loyalty +1; city base value +500 gp.

Theatre

(24 BP; 1x2 lot): A venue for providing entertainment such as plays, operas, concerts, and the like. Economy +2, Loyalty +3, Stability +2; halves cost of Brothels, Gambling Houses, Inns and Taverns in same district.

Amenities

Aviary

(6 BP): A building to cultivate birds to keep the area free from small pests and to send messengers throughout the realm. Stability +2.

Cistern

(12 BP; city must be connected to an Aqueduct): Large tanks built beneath the city for storing clean water in case of a drought or siege, Cisterns do not occupy a city block because they are built underground. Loyalty +2, Stability +2; Defences +2; Unrest 1; city base value +0 gp.

Dump

(2 BP; cannot be adjacent to Houses, Mansions, Noble Estates or Townhouses): A centralized place to dispose of refuse. Stability +1; city base value +50 gp; limit 1 per district.

Granary

(12 BP): A place to store grain and food, especially useful during winter and in times of war. Loyalty +2, Stability +2; Defences +1; Unrest +1; all bonuses double in winter; allows 1 point of surplus Production to be converted to income per Granary per kingdom turn.

Hospital

(12 BP; must be adjacent to 2 Houses): A place where the sick are treated. May include an asylum for the insane. Loyalty +2, Stability +3; Unrest -1; doubles the recovery rate for armies housed in the same district.

Monument

(8 BP): A monument can be an open square with a statue of a city hero, a tall bell tower, a large tomb, or simply a plaza with a beloved fountain. Loyalty +3; Unrest -1; city base value +50 gp.

Park

(3 BP): A plot of land set aside for its natural beauty. Loyalty +1; Unrest -1; city base value +0 gp.

Paved Streets

(24 BP per city district): Paved city streets do not occupy a particular city block – rather, they are an improvement of the existing dirt streets found throughout a city district. Dirt streets can become foul and impassable as the population of a city grows; paving them with cobblestones can be a boon to both the economy and the quality of life of the citizens of a district. Economy +3, Loyalty +2, Stability +3; city base value +0 gp.

Public Baths

(10 BP; city must be connected to an Aqueduct and district must have Sewer System; 1x2 lot): A building for public bathing and relaxation. Loyalty +3, Stability +2.

Public Fountain

(8 BP; city must be connected to an Aqueduct): A public fountain can be anything from a small stone pool fed by pipe from an aqueduct to a large ornamentally decorated pools which spray water into the air. All provide pure water to the public at no cost. Loyalty +1, Stability +1; Unrest -1. May be built as part of a Park, requires no space if so.

Sewer System

(20 BP per city district): A sewer system does not occupy any city blocks as it is constructed under a city district. Without sewers, rainwater, garbage and human filth mostly just end up in the streets. Constructing a sewer system improves drainage, public health and the overall appeal of a city. It does, however, provide thieves and other outcasts with a refuge as well. Loyalty +4, Stability +2; Unrest +1; city base value +0 gp; half price if built at the same time as Paved Streets, half again as much //(__i.e., 30 BP) if built after Paved Streets.//

Religious

Cathedral

(64 BP + 1 BP/month; 2x2 lot): The focal point of a faith’s religious and spiritual leadership. The city alignment must be the same as the deity to whom the temple is dedicated. Prestige +1; Unrest -4; city base value +1,000 gp; 3 minor magic items, 2 medium magic items; +50% to Loyalty benefit of Festival Edicts; armies can be equipped with potions; limit 1 per city.

Further effects depend on the deity or faith the cathedral is dedicated to:

  • Celestial Church (LG): Loyalty +5, Stability +3; Halves the cost of Temples and Monasteries in same city.
  • Iethyr (LG): Loyalty +3, Stability +2; You may designate any one Regular army created by this city as a Legion of the Eagle. The Legion requires 1 less Consumption and gains +1 OM.
  • The Phoenix (NG): Loyalty +3, Stability +2; The Blessing of the Phoenix heals and balms both man and beast, reducing Consumption by 2 BP.
  • Vachel (NG): Loyalty +3, Stability +2; Preparing a Forest hex for settling only requires 2 BP and takes 1 month to prepare (same as Hills). In addition, cities settled in Forest hexes may be treated as a free partial farm, reducing Consumption by 1 BP.
  • Charai (CG): Loyalty +5, Stability +3; A single Park in the city can be dedicated to Charai, increasing the Stability and Loyalty it provides by 1.
  • Elorri Danaan (CG): Loyalty +5, Stability +3; A single Theatre in this city can be upgraded to a House of the Rose, increasing the Economy and Stability it provides by 1.
  • Maervathril (CG): Loyalty +3, Stability +2; Any one Regular army created by this city may be designated as a Windflight Cadre. These troops receive the Ranged Weapons upgrade for free and begin with the Sniper Support Tactic (this does not count against the max tactics it may learn).
  • Tinurael (CG): Loyalty +5, Stability +3; A free observatory can be established in any controlled Mountain hex, increasing the realm's Stability and Loyalty by 1. If the realm does not control a mountain hex at time of this Cathedral's establishment, it may 'save' this until it does.
  • Kurzana (LN): Loyalty +2, Stability +3; Reduce cost of all construction within the city by 2 BP (minimum 1).
  • Morr (LN): Loyalty +3, Stability +5; A single Graveyard in this city can be upgraded to a Grey Hall, increasing the Stability it provides by 2.
  • Adrik (N): Loyalty +2, Stability +4, Economy +2; A single Guildhall in the city can be designated as a Hall of the Masters, increasing the Economy and Stability it provides by 1.
  • Lysel (N): Loyalty +3, Stability +2; Increases production of all Farms, Herbal Cultivars, Logging Camps and Orchards in kingdom by 50%.
  • Isen (N): Loyalty +3, Stability +2; Two roads per month can be established for 1 less BP (min. 0 BP).
  • Mystril (N): Loyalty +3, Stability +2; A single Caster's Tower in this city can be dedicated to the Lady of Mysteries, increasing the amount of items it provides by 1 for each category (total 3 minor items, 2 medium items, 1 major item).
  • Shehaan (N): Loyalty +3, Stability +2; The Cathedral has the effects of an anti-scrying ward.
  • Calintaer (CN): Loyalty +3, Stability +1; Kingdom does not suffer the negative effects of bad weather events.
  • Ksathra (CN): Loyalty +6, Stability +2; A single Brothel in the city can be upgraded to a House of the Goddess, increasing the Loyalty and Economy it provides by 1. Brothels in the same city no longer generate unrest.
  • Vaath (CN): Loyalty +5, Stability +2, Economy +1; A single Gambling Hall in the city can be dedicated to Vaath, increasing the Economy and Loyalty it provides by 1.
  • Yuric (CN): Loyalty +3, Stability +1; Any one Regular army created by this city may be dedicated to Yuric. These troops receive +1 OM and begin with the Relentless Brutality Tactic (this does not count against the max tactics it may learn).
  • Asmodeus (LE): Loyalty +4, Stability +4; Fear inspired from a city in the shadow of the Lord of Hell increases Loyalty by 2 and the Defense Modifier by 2.
  • Selekhar (LE): Loyalty +2, Stability +3; Any one Regular army created by this city may be dedicated as Warsworn of Selekhar. These troops receive the Improved Armor upgrade for free and begin with the Defensive Wall Tactic (this does not count against the max tactics it may learn).

Graveyard

(3 BP): A plot of land to honour and bury the dead. Loyalty +1, Stability +1; city base value +50 gp; limit 1 per district unless the district has 1 or more Temples, in which case there may be 1 more Graveyard than there are Temples in a district.

Monastery

(40 BP; must be adjacent to Shrine or Temple to a Lawful deity, 2x1 lots): Monasteries are places where monks, clerics or others set apart for religious purposes live and work. The inhabitants work and worship collectively, rarely leaving the premises without good reason. Economy +2, Loyalty +2; 2 minor magic items, 1 medium magic item. Can raise armies of divine spellcasters; can garrison 1 Medium army of divine spellcasters.

Shrine

(8 BP): A small shrine or similar holy site. Loyalty +2; Unrest -1; 1 minor magic item.

Temple

(32 BP; 1x2 lot): A large place of worship dedicated to a deity. The city alignment must be within one step of the deity to whom the temple is dedicated. Allows 1 additional Graveyard to be built per Temple; allows Libraries to specialize in Knowledge (religion); armies can be equipped with potions.

Further effects depend on the deity or faith the temple is dedicated to:

  • Celestial Church (LG): Halves cost of Graveyard, Monument and Shrine in the same city; 2 minor items; Loyalty +2, Stability +2; Unrest -3.
  • Iethyr (LG): Halves cost of Courthouse, Monument and Shrine in the same city; 2 minor items; Loyalty +2, Stability +2; Unrest -2; Libraries can specialise in Knowledge (history).
  • The Phoenix (NG): Halves cost of Hospital, Park and Shrine in the same city; 2 minor items; Loyalty +2, Stability +2; Unrest -2.
  • Vachel (NG): Halves cost of Monument, Park, and Shrine in the same city; 2 minor items; Loyalty +3, Stability +1; Unrest -2; Libraries can specialise in Knowledge (nature).
  • Charai (CG): Halves cost of Park, Monument and Shrine in same city; 2 minor items; Loyalty +3, Stability +1; Unrest -2.
  • Elorri Danaan (CG): Halves cost of Bardic College, Theatre and Park in the same city; Loyalty +3, Stability +1; Unrest -2.
  • Maervathril (CG): Halves cost of Watchtower, Graveyard and Shrine in the same city; Loyalty +2, Stability +2; Unrest -2.
  • Tinurael (CG): Halves cost of Library, Park and Shrine in the same city; 2 minor items; Loyalty +2, Stability +2; Unrest -2 Libraries can specialise in Knowledge (history) and Knowledge (astronomy).
  • Kurzana (LN): Reduce cost of all buildings in same district by 2; 2 minor items; Loyalty +2, Stability +2; Unrest -2; Libraries can specialise in Knowledge (engineering).
  • Morr (LN): Halves cost of Graveyard, Monument and Shrine in same city; 2 minor items; Loyalty +1, Stability +3; Unrest -2; Libraries can specialise in Knowledge (law).
  • Adrik (N): Halves cost of Craftsman, Exotic Craftsman and Smith in the same city; 2 minor items; Stability +2, Economy +2; Unrest -2.
  • Lysel (N): Halves cost of Granary, Herbalist and Park in the same city; 2 minor items; Loyalty +2, Stability +2; Unrest -2; Libraries can specialise in Knowledge (nature).
  • Isen (N): Halves cost of Market, Inn and Shrine in the same city; 2 minor items; Loyalty +1, Stability +1, Economy +2; Unrest -2.
  • Mystril (N): Halves cost of Caster Tower and Shrine in the same city; 3 minor items; Loyalty +2, Stability +2; Unrest -2; Libraries can specialise in Knowledge (arcana) and Knowledge (the planes).
  • Shehaan (N): Halves cost of Park, Monument and Shrine in the same city; 2 minor items; Loyalty +1, Stability +3; Unrest -2.
  • Calintaer (CN): Halves cost of Aerie, Park and Shrine in the same city; 2 minor items; Loyalty +3, Stability +1; Unrest -2; Libraries can specialise in Knowledge (nature).
  • Ksathra (CN): Halves cost of Brothel, Orphanage and Shrine in the same city; 2 minor items; Loyalty +3, Stability +1; Unrest -2.
  • Vaath (CN): Halves cost of Gambling Hall, Tavern and Shrine in the same city; 2 minor items; Loyalty +3, Economy +1; Unrest -2.
  • Yuric (CN): Halves cost of Arena, Smith, Graveyard and Monument in the same city; 2 minor items; Loyalty +2, Stability +0; Unrest -1.
  • Asmodeus (LE): Halves cost of Jail, Monument and Shrine in the same city; 2 minor items; Loyalty +1, Stability +3; Unrest -2.
  • Selekhar (LE): Halves cost of Barracks, Monument and War College in same city; 2 minor items; Loyalty +1, Stability +3; Unrest -2; Libraries can specialise in Knowledge (tactics) and Knowledge (war).

Scholastic

Agricultural College

(32 BP; 2x2 lot): An institution of higher learning that studies farming, animal husbandry and management of forests and fisheries. Economy +1, Stability +2; halves cost of Stockyards throughout the kingdom; allows Libraries to specialize in Knowledge (geography) and Knowledge (nature); increases production of all Pastures, Farms and Logging Camps in kingdom by 50%; limit 1 per kingdom.

Art School

(16 BP; 1x2 lot): Workshops and studios where the visual arts are taught to those with sufficient talent. Economy +1, Loyalty +2, Stability +2; 1 minor magic item; halves the cost of Monuments and Museums in the same district; limit 1 per district.

Bardic College

(40 BP; 2x2 lot): An institution of higher learning that teaches the performing arts. Economy +1, Loyalty +4, Stability +1; 2 minor magic items; halves cost of Theatres and Libraries in same district; allows Libraries to specialize in Knowledge (history) and Knowledge (nobility); +50% to Loyalty benefit of Festival Edicts; limit 1 per district.

Caster’s Tower

(30 BP): The home and laboratory for one or more spellcasters. Economy +1, Loyalty +1, Stability +2; 2 minor magic items, 1 medium magic item.

Engineering College

(56 BP; 2x2 lot): An institution of higher learning that teaches engineering – mostly civil engineering, but also delving into such topics as metallurgy and clockworks. Economy +1, Loyalty +1, Stability +2; halves cost of Cisterns, City Walls, Paved Streets and Sewer Systems throughout the kingdom; allows Libraries to specialize in Knowledge (engineering); reduces the cost of Aqueducts, Roads and Highways by 1 BP per hex (minimum 1 BP, subtract before doubling cost for bridges); increases production of all mines in kingdom by 50%; limit 1 per kingdom.

Library

(12 BP): A large building containing books and scrolls, often presided over by a sage or other scholar. Libraries usually have general collections, but, depending on what institutions of higher learning are found in the city, may also specialize in one specific area of Knowledge; any library may specialize in Knowledge (local) without the support of an academy or college. Economy +1, Loyalty +1, Stability +2; +2 on Knowledge/Research checks made at general libraries, +4 at specialized libraries in the appropriate area, with no bonuses in other areas.

Magic Academy

(64 BP; 2x2 lot): An institution of higher learning that teaches the arcane arts. Economy +2, Loyalty +1, Stability +2; city base value +1,000 gp; 3 minor magic items, 2 medium magic items, 1 major magic item; halves cost of Caster’s Towers, Libraries and Magic Shops in same district; allows Libraries to specialize in Knowledge (arcana) and Knowledge (the planes); limit 1 per district.

Pathfinder Lodge

(16 BP; the kingdom must encompass a number of known adventure sites – GM’s discretion): Depending on whom you ask, the Pathfinders are either a group of brave explorers or a cabal of thieves and scoundrels. What cannot be denied is that trouble seems to follow in the wake. Stability -1; Prestige +1; city base value +1,000 gp; 2 minor magic items, 1 medium magic item; allows Libraries to specialize in Knowledge (dungeoneering); limit 1 per kingdom.//

School

(8 BP): An institution where basic literacy, mathematics and history are taught. Usually run or paid for by local religions or wealthy philanthropists. Loyalty +2, Unrest -1.

Scriptorium

(10 BP, must be adjacent to a House): Scriptoria are facilities devoted to the copying of books and texts, including woodcuts, hand-copying and illustrations. Such places are often affiliated with temples, monasteries, and places of learning. Economy +1, Loyalty +1, Stability +1; Halves cost of School and Library.

University

(72 BP; 4x4 lot): An institution of higher learning dedicated to a variety of academic fields. Universities can be sources of great pride and centres of innovation in a kingdom, but can also serve as hotbeds for radical new ideas. Economy +2, Loyalty +3, Stability +3; Unrest +1; +3 to all Knowledge/Research checks made on campus; halves cost of Agricultural Colleges, Art Schools, Bardic Colleges, Engineering Colleges, Magic Academies, Museums and War Colleges in same city; limit 1 per city.

War College

(36 BP; 2x2 lot): An institution of higher learning that teaches leadership and the art of war. Loyalty +2, Stability +3; halves cost of Forts and Garrisons throughout the kingdom; kingdom’s army commanders and officers automatically receive the Leadership feat; limit 1 per kingdom.

Special

Ruins

(0 BP): Bad things happen to cities – natural disasters, wars, riots, etc. – and sometimes buildings are destroyed. If the destroyed buildings are not repaired or replaced within 1 year of their destruction, they become Ruins – an embarrassing blight on the face of any city. Whatever the cost of the original buildings, Ruins cost 4 BP to clear, and must be cleared (requiring 1 Built New Buildings slot and 1 month) before penalties can be removed and new buildings can be built. Loyalty -1; Prestige -1; Unrest +1; city base value +0 gp.

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