Rural Improvements

The following improvements can be built in rural hexes within the realm.

Type Grasslands Hills Forest Swamp Mountain Other Effects
Apiary 6 6 6 - - Y* Economy +1, Loyalty +1. -1 Consumption (0 in winter) if built with a Farm.
Aqueduct 3* 3* 3* 3* 3* Y Unrest -1; Stability +2 against Plague.
Farmland 2 4 - - - N Reduces consumption by 2 (1 in winter)
Fort 12 12 12 12 12 Y Stability +1, Unrest -1; Defence +2.
Herbal Cultivar 15* 15* 15* 15* 15* Y Economy +2, Loyalty +1, Stability +1
Logging Camp - - 5 - - N Automatic Income 1 BP
Mine (Base) - 12* - - 12* N Automatic Income 2 BP; Economy +1
Mine (Exotic) - - - - 16* N Automatic Income 4 BP; Economy +1
Mine (Precious) - 12* - - 12* N Automatic Income 4 BP; Economy +2; Unrest +2
Orchard 6* 6* - - - N Automatic Income 1 BP; Loyalty +1
Peat Cutting - - - 8* - N Automatic Income 1 BP
Quarry - 8* - - 8* N Automatic Income of 1 BP; Stability +1
Reservoir 6* 6* 6* - 6* N Loyalty +1, Unrest -1.
Road 1 1 2 4 4 Y Economy +1/4; Stability +1/8
Royal Reserve 10 10 10 - - N Stability +2, -1 Consumption.
Signal Fire 4 4 - 4 4 Y Stability +1
Stronghold 20 20 20 20 20 Y Stability +2; Unrest -1
Town 2 4 6 8 12 Y* Special
Vineyard - 6* - - - N Automatic Income 1 BP; Loyalty +1

* Not all hexes of this type can support the indicated improvement.

Apiary

A beekeeper and hive system to make honey and pollinate the local farms. This can be built in the same hex as a farm.
Costs and Benefit: It costs 6 BP to build an apiary. Each apiary increases your Economy and Loyalty by +1. In addition, if it is built in the same hex as a farm, the apiary reduces consumption by an additional 1 (or 0 during winter months).
Prerequisites: Apiaries can be built in grassland, hills and forests.
Special: Can be built in the same hex as a farm.

Aqueduct

Wood or stone structure providing freshwater to farms and cities away from rivers and lakes.
Costs and Benefits: It costs 3 BP to build an aqueduct. Each aqueduct reduces unrest by 1. Cities connected to a water source via an aqueduct receive a +2 bonus to Stability against Plague events and can build cisterns.
Prerequisite: An aqueduct must be built from a river, lake or reservoir to a town.
Special: Can be built in the same hex as any other development.

Farmland

You can develop farmlands to help sustain your realm's consumption.
Costs and Benefit: It costs 2 BP to build farmland in a grassland hex and 4 BP in a hill hex. Every farmland hex in your realm normally reduces your realm's consumption by 2 (or by 1 during winter months).
Prerequisites: Farmlands can be built in any grassland, hill or water hex. In the case of a water hex, this represents establishing fisheries.

Fort

A sturdy structure that serves as a guard post and lookout for danger. It can also serve as a garrison for an army in the field (reducing army maintenance costs).
Costs and Benefits: It costs 12 BP to build a fort. A fort gives stability modifier +1 and reduces unrest by 1.
Special: If attacked, Forts have a defence modifier of +2. If a town is built in a hex with a fort, the town automatically gains a guard tower (and the fort is removed).

Herbal Cultivar

Some herbs cannot be moved from where they grow naturally. In this case, a herbalist seeking to gather them must live nearby and cultivate them.
Costs and Benefits: It costs 15 BP to build a herbal cultivar. Each herbal cultivar gives +2 to Economy, +1 Loyalty and +1 Stability.
Prerequisites: Herbal cultivars can only be built where there is a rare herb to cultivate. A hex must be assayed by a person with at least 5 ranks in Knowledge (nature) or Profession (herbalist) to determine whether it is suitable for a cultivar. Only about 5 percent of the hexes in the Stolen Lands are suitable.
Special: Can be built in the same hex as any other development.

Logging Camp

You can establish logging camps in forests to supply your realm with timber. A logging camp is situated in a single hex, but it supports logging in adjacent hexes.
Costs and Benefit: It costs 5 BP to build a logging camp. Each camp generates automatic income of 1 BP.
Prerequisites: Logging camps can only be built in forest hexes with a road or river, and cannot be adjacent to another logging camp.
Special: Logging camps are required to build towns.

Mine (Base)

You can establish mines in hills or mountains to supply your realm with base metals such as iron, tin and copper.
Costs and Benefit: It costs 12 BP to build a base metal mine. Each generates automatic income of 2 BP and increases your economy modifier by +1.
Prerequisites: Base metal mines can only be built in hill or mountain hexes with a road or river. A hex must be assayed by a person with at least 5 ranks in Knowledge (Geology) or Profession (Miner) to determine whether it is suitable for a base metal mine. Only about 15 percent of the hill or mountain hexes in the Stolen Lands are suitable.

Mine (Exotic)

You can establish mines in mountains to supply your realm with exotic metals such as mithril or adamantine.
Costs and Benefits: It costs 16 BP to build an exotic metal mine. Each generates automatic income of 4 BP and increases your economy modifier by +1.
Prerequisites: Exotic metal mines can only be built in mountain hexes. A hex must be assayed by a person with at least 5 ranks in Knowledge (Geology) or Profession (Miner) to determine whether it is suitable for an exotic metal mine. Only a few of the mountain hexes in the Stolen Lands are suitable.

Mine (Precious)

You can establish mines in hills or mountains to supply your realm with precious metals such as gold and silver. Precious metal mines often increase unrest as miners rush to establish claims.
Costs and Benefits: It costs 12 BP to build a precious metal mine. Each generates automatic income of 4 BP and economy modifier +2, as well as unrest +2.
Prerequisites: Precious metal mines can only be built in hill or mountain hexes. A hex must be assayed by a person with at least 5 ranks in Knowledge (Geology) or Profession (Miner) to determine whether it is suitable for a precious metal mine. Only about 5 percent of the hill or mountain hexes in the Stolen Lands are suitable.

Orchard

You can grow fruit for your realm in orchards.
Costs and Benefit: It costs 6 BP to plant an orchard. Each orchard generates automatic income of 1 BP and increases your loyalty modifier by +1.
Prerequisites: Orchards can only be planted in grasslands or hill hexes with a road or river. Orchards do not generate benefits for two years after planted unless the realm's leaders have access to the Plant Growth spell (third level druid or plant domain), or equivalent.
Special: An orchard planted at the site of an existing bee yard only costs 3 BP.

Quarry

You can establish quarries in hills or mountains to supply your realm with stone.
Costs and Benefits: It costs 8 BP to build a quarry. Each quarry generates automatic income of 1 BP and Stability modifier +1.
Prerequisites: Quarries can only be built in hill or mountain hexes with a road or river. A hex must be assayed by a person with at least 5 ranks in Knowledge (Geology) or Profession (Miner) to determine whether it is suitable for a quarry. Only about 5 percent of the hill hexes and 50 percent of the mountain hexes in the Stolen Lands are suitable.
Special: Quarries are required to build certain stone structures, including most defensive improvements.

Peat Cutting

You can cut peat in swamps to supply your realm with fuel.
Costs and Benefit: It costs 8 BP to build a peat cutting area. Each peat cutting generates automatic income of 1 BP.
Prerequisites: Peat can be cut only in swamp hexes with a road or river, and cannot be adjacent to another peat cutting. A hex must be assayed by a person with at least 5 ranks Knowledge (Nature) or a suitable Profession to determine whether it is suitable for a peat cutting. Only about 10 percent of the swamp hexes in the Stolen Lands are suitable.

Reservoir

You declare a natural lake or other body of water in a hex to be a kingdom’s water source and order its protection
Costs and Benefits: It costs 6 BP to create a reservoir. Each reservoir gives +1 Loyalty and reduces Unrest by 1.
Prerequisites: A lake or other body of water must fill at least half the hex.
Special: An aqueduct can be built from a reservoir.

Road

You can build roads to speed communications throughout the realm, improving its economy and stability.
Costs and Benefits: It costs 1 BP to build a road though a grasslands hex. This cost increases to 2 BP in forests and to 4 BP in swamps and mountains. If the road crosses a river, a bridge must be built—this doubles the road's cost unless there is already a bridge in the hex. For every 4 road hexes your realm controls, the economy modifier increases by +1. For every 8 road hexes your realm controls, the stability modifier increases by +1.
Special: Roads can be built in the same hex as other hex improvements. Roads also decrease travel time in your realm (as per normal Pathfinder rules).

Royal Reserve

An area of land set aside by the ruler preventing hunting by all but those invited by the ruler. This nature preserve can be used for food during poor growing season, a royal vacation spot, or a private warden training ground.
Costs and Benefits: It costs 10 BP to create a royal reserve. Each royal reserve gives a +2 bonus to Stability and reduces consumption by 1.
Special: No other developments may be built in the same hex as a royal reserve, even improvements that may normally be built in the same hex as other improvements.

Signal Tower

Tall structure bearing a bright fire, alerting the kingdom of an emergency.
Costs and Benefits: It costs 4BP to build a signal fire.
Prerequisites: Cannot be built in forests.
Special: Can be built in the same hex as other improvements.

Stronghold

A structure that protects strategic points. It can also serve as a garrison for an army in the field (reducing army maintenance costs).
Costs and Benefits: It costs 20 BP to build a stronghold. A stronghold gives stability modifier +2 and reduces unrest by 1.
Prerequisites: Strongholds can be built in any hex containing a road or river. A stronghold must be connected by a road or river to a quarry.
Special: If attacked, strongholds have a defence modifier of +4. If a town is built in a hex with a stronghold, the town automatically gains a guard tower and palisade wall. A Fort can be upgraded to a stronghold for 10 BP.

Town

Towns can host a variety of improvements that make your realm more sophisticated and effective. Your realm can, but does not need to, designate a town as its capital.
Costs and Benefits: It costs 2 BP to build a town in a grassland hex; 4 in a hills hex; 6 in a forest hex; 8 in a swamp hex; and 12 in a mountain hex.
Special: Town improvements can be built in towns for additional costs and benefits. The town's population affects the ability of PCs to buy and sell magic items and other services in the town; see the Town Characteristics table.

Vineyard

Vineyards grow grapes and process them into wine.
Costs and Benefits: It costs 6 BP to plant a vineyard. Each vineyard generates automatic income of 1 BP and increases your loyalty modifier by +1.
Prerequisites: Vineyards can only be built in hill hexes with a road or river. Vineyards do not generate benefits for two years after planted unless the realm's leaders have access to the Plant Growth spell (third level druid or plant domain), or equivalent.

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