Structures are an integral part of your kingdom’s settlements, providing benefits to the settlement and its area of influence. You build structures using the Build Structure activity during the civic activities step of the kingdom turn.
When you build in a lot within one of our settlements, you’re rarely literally constructing a single building. While an arena or a cathedral might stand alone as a towering edifice, most lots represent a number of buildings whose focus is to support the type of improvement that lot supports. For example, a brewery could represent a collection of brewers and bottlers and the families who support them, while a luxury merchant would represent several specialized stores. Even sprawling, sizable improvements like dumps, cemeteries, or parks might include nearby dwellings or cottages for those who tend and manage the area or live along its margins.

Upgrading Structures


Some structures can be upgraded from a smaller, less prestigious form, or in a few cases several different smaller forms. When constructing such a structure, you can include all of the lots in which any previous structure is built. If you do, the cost of the original structure(s) is counted toward the newer one, and the new structure's effects also include those of the original structure, if they are not already included or superseded. You can upgrade multiple buildings at once to a single newer building (particularly in the case of temples, castles, and universities); the original costs of all of the precursor buildings are applied as discounts to the new one. If the original structure(s) take up fewer lots than the new building, the remaining lots must be vacant.

Kingdom Structure Traits


Kingdom structures always have at least one of the following traits.
Yard. This trait indicates that the structure is primarily an outdoor one with open spaces, instead of a building.
Infrastructure. This trait indicates that the structure benefits all lots on the Urban Grid without occupying a lot; for metropolises which take up multiple grids of nine blocks each, you must build the infrastructure for each grid.
Edifice. A structure with this trait grants its benefits to a settlement only once, even if you build an additional structure of the same type again. Structures without this trait can stack with other identical structures up to the settlement's stacking limit.
Residential. Structures with this trait are residential lots (see below).
Fame. Grants 1 Fame when built.
Infamy. Costs 1 Fame when built. If you have no Fame to spare, increase Unrest by 2 and all Ruins by 2 instead.

Residential Lots


Settlements require a number of Residential lots equal to the number of blocks that have any structures built within them, although these residential lots need not be located one per block. For example, when a village expands to a town, it initially occupies 2 blocks. It needs 2 Residential lots in total among those 2 blocks, either both in one block or one in each block. A settlement without this minimum number of Residential lots is Overcrowded (mark the “Overcrowded” box on your Urban Grid) and generates 1 Unrest for the kingdom during the Upkeep phase of each Kingdom turn.

Reduced to Rubble


When a structure is reduced to rubble, it is replaced on the Urban Grid by rubble. Having rubble in a lot doesn't itself impact a kingdom's Unrest or other statistics negatively, but it does prevent you from building in those lots. You must Demolish that lot before you can build there again. When a single lot that contains part of a multi-lot structure is reduced to rubble, each of the lots that contained that structure are replaced with individual lots of rubble.

Item Bonuses


Many structures provide an item bonus on leadership activities taken within a settlement's area of influence. If several structures in a settlement provide bonuses to the same leadership activity (including in the case of several identical buildings), their bonuses stack up to the limit defined by the settlement's size (+2 for cities, +3 for metropoli).

Shopping Improvements


Many structures can cause a settlement to be treated as though it had a higher level for the purpose of determining what items are available, typically limited to certain classes of items. These effects typically stack with each other, but a settlement will never have items for sale more than three levels higher than the settlement's actual level.

Additional Effects


Many structures also provide an item bonus to individual actions taken by PCs within the settlement. These bonuses do not stack, even with multiple identical structures. As usual, PCs gain the effect of only the highest available item bonus. Other effects similarly take place only once, no matter how many copies of the effect might apply.

StructureLevelLotsCostItem BonusTraitsUpgrade FromUpgrade To
Residences
Tenement-11 RP, 1 Lumber-residential-Houses
Houses113 RP, 1 Lumber-residentialTenementMansion, Orphanage
Inn1110 RP, 2 Lumber+1 Hire Adventurersresidential--
Orphanage216 RP, 2 Lumber-residentialHouses-
Barracks316 RP, 2 Lumber, 1 Stone+1 Garrison, Recover, or Recruit Armyresidential-Garrison
Garrison5228 RP, 6 Lumber, 3 Stone+1 Garrison, Outfit, or Train ArmyresidentialBarracks-
Mansion5110 RP, 6 Lumber, 6 Luxury, 3 Stone+1 Improve LifestyleresidentialHousesNoble Villa
Noble Villa9224 RP, 10 Lumber, 6 Luxury, 8 Stone+1 Improve Lifestyle, Quell Unrest (Politics)residentialMansion-
Shopping
General Store118 RP, 1 Lumber+1 Establish Trade Agreement--Luxury Store, Marketplace
Alchemy Laboratory3118 RP, 2 Ore, 5 Stone+1 Demolish Structure, Provide Care---
Harrow Reader315 RP, 1 Lumber, 1 Luxury+1 Prognostication--Mystic Emporium
Marketplace4248 RP, 4 Lumber+2 Establish Trade Agreement, Purchase or Sell Commodities-General StoreGrand Bazaar
Arcanist Tower5130 RP, 6 Ore+1 Supernatural Solution---
Illicit Market6150 RP, 5 Lumber+1 Clandestine Businessinfamy--
Luxury Store6128 RP, 10 Lumber, 6 Luxury+2 Establish Trade Agreement-General StoreMagic Shop
Magic Shop8144 RP, 8 Lumber, 6 Luxury, 6 Stone+1 Supernatural Solution-Luxury StoreMystic Emporium
Grand Bazaar134108 RP, 12 Lumber, 6 Stone+3 Establish Trade Agreement, Purchase or Sell Commoditiesedifice, fameMarketplace-
Mystic Emporium13138 RP, 12 Lumber, 12 Luxury, 6 Stone+2 Prognostication, Supernatural Solution-Harrow Reader, Magic Shop-
Industry
Brewery116 RP, 2 Lumber+1 Establish Trade Agreement, Rest and Relax (Trade)---
Tannery116 RP, 2 Lumber+1 Hunt and Gather--Hunters' Lodge
Mill216 RP, 2 Lumber, 1 Stone+1 Harvest Crops and Livestock---
Builders' Depot3110 RP, 3 Lumber, 3 Stone+1 Build Structure, Repair Reputation (Decay)yard-Construction Yard
Explorers' Hall318 RP, 3 Lumber, 2 Luxury+1 Hire Adventurers, Abandon, Claim, Clear, Reconnoiter Hex--Adventurers' Guild
Foundry3216 RP, 5 Lumber, 2 Ore, 3 Stone+1 Establish Work Site (mine)---
Lumberyard3216 RP, 5 Lumber, 1 Ore+1 Establish Work Site (lumber camp)yard--
Pier3116 RP, 2 Lumber+1 Go Fishing, Rest and Relax (Boating)yard-Harbor
Smithy318 RP, 2 Lumber, 1 Ore, 1 Stone+1 Trade Commodities, Outfit Army---
Stockyard3420 RP, 4 Lumber+1 Harvest Crops and Livestockyard
Stonemason3216 RP, 2 Lumber+1 Establish Work Site (quarry)---
Trade Shop3110 RP, 2 Lumber+1 Purchase Commodities--Guildhall
Specialized Artisan4110 RP, 4 Lumber, 1 Luxury+1 Craft Luxuries, Sell Commodities (Luxury)---
Guildhall5234 RP, 8 Lumber+1 all Economy-based Checks, Establish Farmland-Trade Shop-
Harbor8248 RP, 10 Lumber+2 Go Fishing, Rest and Relax (Boating), Establish Trade Agreement (Boating)yardPierPort
Hunters' Lodge8224 RP, 4 Lumber, 2 Luxury+2 Hunt and Gather, Rest and Relax (Wilderness)-Tannery-
Construction Yard10440 RP, 10 Lumber, 10 Stone+2 Build Structure, Repair Reputation (Decay)yardBuilders' Depot-
Adventurers' Guild10233 RP, 10 Lumber, 6 Luxury+2 Hire Adventurers, Abandon, Claim, Clear, Reconnoiter Hex-Explorers' Hall-
Port12490 RP, 20 Lumber, 5 Ore, 5 Stone+3 Go Fishing, Rest and Relax (Boating), Establish Trade Agreement (Boating)yardHarbor-
Education
Library216 RP, 4 Lumber, 2 Stone+1 Rest and Relax (Scholarship)--Academy
School5130 RP, 6 Lumber, 2 Luxury+1 all Culture-based checks, Improve Lifestyleedifice--
Academy10252 RP, 12 Lumber, 6 Luxury, 12 Stone+2 Creative Solution, Rest and Relax (Scholarship)edificeLibraryMilitary Academy, Mystic Academy
Military Academy12236 RP, 12 Lumber, 6 Ore, 10 Stone+2 Infiltration, Pledge of Fealty (Warfare), Train ArmyedificeAcademyUniversity
Mystic Academy12236 RP, 6 Lumber, 6 Luxury, 2 Ore, 12 Stone+2 Supernatural SolutionedificeAcademyUniversity
University15478 RP, 18 Lumber, 18 Luxury, 18 Stone+3 Creative Solution, Supernatural Solution, Rest and Relax (Scholarship)edifice, fameMilitary Academy, Mystic Academy-
Leisure
Cemetery114 RP, 1 Stone-yard-Temple
Park115 RP+1 Rest and Relax (Wilderness)yard-Menagerie, Sacred Grove
Shrine118 RP, 2 Lumber, 1 Stone+1 Celebrate Holiday--Temple
Tavern, Dive1112 RP, 1 Lumber---Popular Tavern
Festival Hall217 RP, 3 Lumber+1 Celebrate Holiday--Theater
Monument316 RP, 1 Stone-edifice--
Tavern, Popular3124 RP, 6 Lumber, 2 Stone+1 Hire Adventurers, Rest and Relax (Trade)-Dive TavernLuxury Tavern
Community Center5134 RP, 8 Lumber+1 all Loyalty-based checks, Quell Unrestedifice--
Museum5230 RP, 6 Lumber, 2 Stone+1 Rest and Relax (Arts)fame--
Sacred Grove5136 RP+1 Celebrate Holiday, Quell Unrest (Folklore), Rest and Relax (Wilderness)yardPark-
Temple7232 RP, 6 Lumber, 6 Stone+2 Celebrate Holiday, Provide Care, +1 Repair Reputation (Corruption)fameCemetery, ShrineCathedral
Arena9440 RP, 6 Lumber, 12 Stone+2 Celebrate Holiday, Quell Unrest (Warfare)edifice, yard-Gladiatorial Arena
Tavern, Luxury9248 RP, 10 Lumber, 8 Luxury, 8 Stone+2 Hire Adventurers, Rest and Relax (Trade), +1 Repair Reputation (Strife)famePopular TavernWorld-Class Tavern
Theater9224 RP, 8 Lumber, 3 Stone+2 Celebrate Holiday, Rest and Relax (Arts)-Festival HallOpera House
Menagerie12426 RP, 14 Lumber, 10 Ore, 10 Stone+2 Rest and Relax (Wilderness)yardPark-
Cathedral15458 RP, 12 Lumber, 12 Stone+3 Celebrate Holiday, Provide Care, Repair Reputation (Corruption)edifice, fameTemple-
Gladiatorial Arena15458 RP, 10 Lumber, 30 Stone+3 Celebrate Holiday, Hire Adventurers, Quell Unrest (Warfare)rare, edifice, fame, yardArena-
Opera House15240 RP, 20 Lumber, 18 Luxury, 16 Stone+3 Celebrate Holiday, Create Masterpiece, Rest and Relax (Arts)edifice, fameTheater-
Tavern, World-Class15264 RP, 18 Lumber, 15 Luxury, 15 Stone+3 Hire Adventurers, Rest and Relax (Trade), +2 Repair Reputation (Strife)edifice, fameLuxury Tavern-
Services
Rubble-1--yard--
Dump114 RP+1 Demolish Structureyard--
Herbalist1110 RP, 1 Lumber+1 Provide Care--Hospital
Stable3110 RP, 2 Lumber+1 Establish Trade Agreementyard--
Watchtower3112 RP, 4 Lumber or 4 Stone----
Thieves' Den5125 RP, 4 Lumber+1 Clandestine Business, Infiltrationinfamy-Assassins' Guild
Hospital9230 RP, 10 Lumber, 6 Stone+2 Provide Care, +1 Quell Unrest-Herbalist-
Printing House10248 RP, 12 Lumber, 12 Luxury+2 Quell Unrest, Repair Reputation (Corruption, Strife)rare, edifice--
Assassins' Guild12236 RP, 12 Lumber, 6 Luxury, 6 Stone+2 Clandestine Business, Infiltrationedifice, infamyThieves' Den-
Government
Granary1112 RP, 2 Lumber----
Jail2114 RP, 4 Lumber, 2 Ore, 4 Stone+1 Quell Unrest (Intrigue), Repair Reputation (Crime)--Detective Agency
Town Hall2222 RP, 4 Lumber, 4 Stone+1 Establish Settlement, New Leadershipedifice-Castle
Keep3232 RP, 8 Lumber, 8 Stone+1 Deploy, Garrison, Train Armyedifice-Castle
Rookery3112 RP, 3 Lumber or 3 Stone+1 Focus Attention, Manage Trade Agreements, Request Foreign Aid, Take Chargeedifice--
Bank5128 RP, 4 Ore, 6 Stone+1 Capital Investment, Tap Treasury---
Planning Bureau5134 RP, 2 Lumber, 8 Stone+1 all Stability-based checks, Establish Work Site, Build Roads, Irrigationedifice--
Secure Warehouse6224 RP, 6 Lumber, 4 Ore, 6 Stone+1 Craft Luxuries---
Detective Agency8148 RP, 1 Luxury, 5 Ore, 10 Stone+2 Quell Unrest (Intrigue), Repair Reputation (Crime)-Jail-
Embassy8226 RP, 10 Lumber, 6 Luxury, 4 Stone+1 Send Diplomatic Envoy, Infiltration, Request Foreign Aid---
Castle9454 RP, 12 Lumber, 12 Stone+2 Establish Settlement, New Leadership, Pledge of Fealty, Send Diplomatic Envoy, Garrison, Recover, or Recruit Armyedifice, fameKeep, Town HallPalace
Mint15130 RP, 12 Lumber, 20 Ore, 16 Stone+3 Capital Investment, Tap Treasure, +2 Collect Taxesedifice--
Palace154108 RP, 20 Lumber, 12 Luxury, 15 Ore, 20 Stone+3 Establish Settlement, New Leadership, Pledge of Fealty, Send Diplomatic Envoy, Garrison, Recover, or Recruit Armyedifice, fameCastle-
Infrastructure
Bridge1-6 RP, 1 Lumber or 1 Stone-infrastructure--
Wall, Wooden1-2 RP, 4 Lumber-infrastructure-Stone Wall
Paved Streets3-12 RP, 6 Stone-infrastructure--
Dead Drops5-16 RP, 1 Lumber, 1 Luxury, 1 Stone+1 Clandestine Business, Infiltrationinfrastructure--
Magical Streetlamps5-20 RP-infrastructure--
Wall, Stone5-4 RP, 8 Stone-infrastructureWooden Wall-
Sewer System7-24 RP, 8 Lumber, 8 Stone+1 Clandestine Businessinfrastructure--

Structures


Academy (Structure 10) (Edifice)


An academy gives your citizenry an institution where advanced study in a great variety of 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, Mystic Academy
Item Bonus +2 to Creative Solution and to Rest and Relax using Scholarship
Effects While in a settlement with an academy, you gain a +2 item bonus to Recall Knowledge while Investigating, to Decipher Writing, and to Researching checks.

Adventurers' Guild (Structure 10)


This guild-hall boasts incredible trophies and luxurious interiors to suit even seasoned adventurers.
Lots 2; Cost 33 RP, 10 Lumber, 6 Luxury
Construction Exploration or Wilderness; (master) DC 27
Upgrade From Explorers' Hall
Item Bonus +2 to Hire Adventurers and to Abandon, Claim, Clear, or Reconnoiter a Hex
Effects The first time you build an adventurers' guild each turn, gain 1 Fame. Whenever you resolve a Monster Activity or similar kingdom event (at GM discretion), you gain 1 Fame at the start of the next kingdom turn.

Alchemy Laboratory (Structure 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. Most will not sell poisons to the public, but trusted friends can often acquire some unique commissions.
Lots 1; Cost 18 RP, 2 Ore, 5 Stone
Construction Industry (trained) DC 16
Item Bonus +1 to Demolish and Provide Care
Effects Treat the settlement level as one higher than its actual level for the purposes of determining which alchemical items are readily available for sale. While in a settlement with an alchemy laboratory, you gain a +1 item bonus to Identify Alchemy and Craft alchemical items.

Arcanist Tower (Structure 3)


An arcanist tower is a home and laboratory for a learned spellcaster, usually an arcane spellcaster such as a wizard; and their apprentices, servants, and students.
Lots 1; Cost 30 RP, 6 Ore
Construction Magic (trained) DC 20
Item Bonus +1 to Supernatural Solution
Effects Treat the settlement’s level as one level higher than its actual level for the purpose of determining which arcane magic items are readily available for sale. While in a settlement with an arcanist tower, you gain a +1 item bonus to checks made to Identify Magic, Learn a Spell, or Craft a magic item.

Arena (Structure 9) (Yard)


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 combat, speeches, and elaborate entertainments and spectacles.
Lots 4; Cost 40 RP, 6 Lumber, 12 Stone
Construction Warfare (expert) DC 26
Upgrade To Gladiatorial Arena
Item Bonus +2 to Celebrate Holiday and to Quell Unrest using Warfare
Effects An arena lets you Retrain Athletics, Acrobatics, or combat-related feats in 4 days instead of a week.

Assassins' Guild (Structure 12) (Edifice, Infamy)


Although the guild pursues other forms of criminal business, it's the assassins and spies that garner most of the notice. 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 (expert) DC 30
Upgrade From Thieves’ Den
Item Bonus +2 to Clandestine Business and Infiltration
Ruin +1 Crime
Effects While in a settlement with an assassins' guild, you gain a +2 item bonus to Create Forgeries.

Bank (Structure 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
Upgrade To Mint
Item Bonus +1 to Capital Investment and Tap Treasury
Effects The Capital Investment activity can only be used in a non-capital settlement if it has a bank or mint.

Barracks (Structure 3) (Residential)


Barracks are focused on housing and training guards, militia, soldiers, and military forces. Barracks aid in the recruitment of armies and in helping soldiers recover from battle.
Lots 1; Cost 6 RP, 2 Lumber, 1 Stone
Construction Defense DC 16
Upgrade To Garrison
Item Bonus +1 to Garrison, Recover, or Recruit Army
Effects The first time you build a barracks in a settlement, reduce Unrest by 1.

Brewery (Structure 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 to Establish Trade Agreement
Effects When you build a brewery, reduce Unrest by 1; this applies so long as you have no more than 3 existing breweries before this one is built.

Bridge (Structure 1) (Infrastructure)


Bridges give settlements with water borders a connection to land. At GM discretion, a border along a lake might be too great for a standard bridge, either increasing the Cost or simply being impossible to build across.
Lots -; Cost 6 RP, 1 Lumber or 1 Stone
Construction Engineering DC 17
Effects A bridge structure allows an island settlement to provide influence, negates the trade penalty for an island settlement with no land borders, and allows easy transit across the associated water border as if it were a land border. Bridges can only be built on water borders.

Builders' Depot (Structure 3) (Yard)


Dedicated builders live around and work from these lots, helping fix things up or keep new construction moving.
Lots 1; Cost 10 RP, 3 Lumber, 3 Stone
Construction Engineering (expert) DC 20
Upgrade To Construction Yard
Item Bonus +1 to Build a Structure and to Repair Reputation (Decay)

Castle (Structure 9) (Edifice, Fame)


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, Industry, Magic, or Statecraft; (expert) DC 26
Upgrade From Keep, Town Hall
Upgrade To Palace
Item Bonus +2 to Establish Settlement, New Leadership, Pledge of Fealty, Send Diplomatic Envoy, Garrison Army, Recover Army, or Recruit Army
Effects The first time you build a castle in a settlement, reduce Unrest by 1d4, or by 2d4 if it is built within your capital. A castle in the capital allows leaders to take an additional leadership activity (usually 3 for PCs or 2 for NPCs) during the Activity phase of a kingdom turn.

Cathedral (Structure 15) (Edifice, Fame)


A cathedral serves as a focal point of spiritual worship in the settlement and the seat of regional power for an organized 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 to Celebrate Holiday, Provide Care, Repair Reputation (Corruption)
Effects When you build a cathedral for the first time in a settlement, reduce Unrest by 4. While in a settlement with a cathedral, you gain a +3 item bonus to Society and Lore checks made to Recall Knowledge while Investigating religions and traditions, 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 magic items are available for sale.

Cemetery (Structure 1) (Yard)


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
Upgrade To Temple
Effects Giving the citizens a place to bury and remember their departed loved ones helps to temper Unrest gained from dangerous events. If you have at least one cemetery in a settlement, reduce Unrest gained from dangerous settlement events in that particular settlement by 1; if you have a cemetery in all of your settlements, this applies to all dangerous kingdom events. The presence of a cemetery provides additional effects during certain kingdom events.

Community Center (Structure 5) (Edifice)


Building Edifice
Unlike a town hall or other seat of governmental power, a community center is the center for the socialization and common activities of the populace.
Lots 1; Cost 34 RP, 8 Lumber
Construction Politics (expert) DC 22
Item Bonus +1 to Quell Unrest and to all Loyalty-based kingdom skill checks

Construction Yard (Structure 10) (Yard)


An entire workforce for construction and upkeep is set here, including heavy equipment for large-scale projects.
Lots 2; Cost 40 RP, 10 Lumber, 10 Stone
Construction Engineering (master) DC 27
Upgrade From Builder’s Depot
Item Bonus +2 to Build a Structure and to Repair Reputation (Decay)
Effects The construction yard can store excess materials, allowing you to store one additional commodity chosen from Lumber, Ore, or Stone.

Dead Drops (Structure 5) (Infrastructure)


Hidden locations all around the settlement allow for the concealment of communications from prying eyes.
Lots –; Cost 16 RP, 1 Lumber, 1 Luxury, 1 Stone
Construction Intrigue (expert) DC 20
Item Bonus +1 to Clandestine Business and Infiltration

Detective Agency (Structure 8)


This building has both a holding cell and an office space in which detectives can do their work.
Lots 1; Cost 48 RP, 1 Luxury, 5 Ore, 10 Stone
Construction Defense (expert) DC 24
Upgrade From Jail
Item Bonus +2 to Quell Unrest (Intrigue) and to Repair Reputation (Crime)
Effects The first time you build a detective agency each turn, reduce Crime by 1.

Dump (Structure 1) (Yard)


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 14
Item Bonus +1 to Demolish Structure
Effects Certain events have a more dangerous impact on settlements without dumps. A dump cannot be located in a block with residential structures.

Embassy (Structure 8)


An embassy gives a place for diplomatic visitors to your kingdom to stay and bolsters international relations.
Lots 1; Cost 26 RP, 10 Lumber, 6 Luxury, 4 Stone
Construction Politics or Statecraft; (expert) DC 24
Item Bonus +1 to Infiltration, Request Foreign Aid, and Send Diplomatic Envoy

Explorers' Hall (Structure 3)


In addition to being a meeting space, this hall contains maps and trophies from local explorers and adventurers.
Lots 1; Cost 8 RP, 3 Lumber, 2 Luxury
Construction Exploration or Wilderness; (expert) DC 20
Upgrade To Adventurers' Guild
Item Bonus +1 to Hire Adventurers and to Abandon, Claim, Clear, or Reconnoiter a Hex
Effects The first time you build an explorers' hall each turn, gain 1 Fame.

Festival Hall (Structure 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 to Celebrate Holiday

Foundry (Structure 3)


A foundry is a facility used to refine ore into ingots.
Lots 2; Cost 16 RP, 5 Lumber, 2 Ore, 3 Stone
Construction Industry (trained) DC 18
Item Bonus +1 to Establish Work Site (mine)
Effects Processing ore in a foundry, your settlements grow efficient at storing your Ore commodities. Each foundry in your kingdom increases your maximum Ore capacity by 1. A foundry cannot share a block with a Residential structure.

Garrison (Structure 5) (Residential)


A garrison is a complex of barracks, training yards, and weapons storage and repair for your military.
Lots 2; Cost 28 RP, 6 Lumber, 3 Stone
Construction Warfare (trained) DC 20
Upgrade From Barracks
Item Bonus +1 to Garrison, Outfit, or Train Army
Effects When you build the garrison, reduce Unrest by 1.

General Store (Structure 1)


A simple store that sells commonplace goods.
Lots 1; Cost 8 RP, 1 Lumber
Construction Trade DC 15
Upgrade To Luxury Store, Marketplace
Item Bonus +1 Establish Trade Agreement
Effects A settlement with no general store, marketplace, or grand bazaar reduces its effective level for the purposes of determining what items can be purchased there by 2.

Gladiatorial Arena (Structure 15) (Rare, Edifice, Fame, Yard)


A gladiatorial arena is a sprawling open-air field surrounded by seating and viewing areas. It also includes extensive underground barracks and training facilities for gladiators to use.
Access A famous, larger-than-life barbarian will guide you in the design and construction of this mighty edifice.
Lots 4; Cost 58 RP, 10 Lumber, 30 Stone
Construction Warfare (master) DC 34
Upgrade From Arena
Item Bonus +3 to Celebrate Holiday, Hire Adventurers, or Quell Unrest (Warfare)
Effects A gladiatorial arena allows a PC in the settlement to retrain Athletics, Acrobatics, and combat-themed feats more efficiently; doing so takes only 4 days rather than a week of downtime.

Granary (Structure 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 DC 15
Effects Each granary in your kingdom increases your maximum Food capacity by 1.

Grand Bazaar (Structure 13) (Edifice, Fame)


This sprawling marketplace is a true hub of trade.
Lots 4; Cost 108 RP, 12 Lumber, 6 Stone
Construction Trade (expert) DC 33
Upgrade From Marketplace
Item Bonus +3 to Establish Trade Agreement, Sell Commodities, or Purchase Commodities
Effects A settlement with no general store, marketplace, or grand bazaar reduces its effective level for the purposes of determining what items can be purchased there by 2. The grand bazaar instead increases the settlement’s effective level for determining what items can be purchased by 2.

Guildhall (Structure 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 Industry (expert) DC 20
Upgrade From Trade Shop
Item Bonus +1 to all Economy-based checks and to Establish Farmland
Effects While in a settlement with a guildhall, you gain a +1 item bonus to skill checks to Earn Income or to Repair. In addition, increase the settlement’s effective level by 1 for the purpose of determining what level of items are available for sale.

Harbor (Structure 8) (Yard)


A harbor serves as a bustling port for passengers and cargo. The harbor is supported by facilities for shipping and shipbuilding, but also features boardwalks for foot traffic and fishers to ply their trade.
Lots 2; Cost 48 RP, 10 Lumber
Construction Boating (expert) DC 24
Upgrade From Pier
Upgrade To Port
Item Bonus +2 to Go Fishing, Rest and Relax (Boating), and Establish Trade Agreement (Boating)
Effects A harbor must be constructed next to a water border. A settlement with at least 1 harbor increases its effective level by 1 for the purposes of determining what level of items can be purchased in that settlement.

Harrow Reader (Structure 3)


This business employs magic to read auras, predict the future, and provide magical assistance with curses and similar mystical maleficium.
Lots 1; Cost 5 RP, 1 Lumber, 1 Luxury
Construction Magic DC 18
Upgrade To Mystic Emporium
Item Bonus +1 to Prognostication
Effects While in a settlement with a harrow reader, you gain a +1 item bonus to checks made to Identify Magic or Learn a Spell. This bonus is increased to +2 for divination magics and curses.

Herbalist (Structure 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 Agriculture or Wilderness; DC 15
Upgrade To Hospital
Item Bonus +1 to Provide Care
Effects Treat the settlement’s level as one higher than usual for the purpose of determining which alchemical healing items are available for sale. When in a settlement with an herbalist, you gain a +1 item bonus to Medicine checks to Treat Disease and Treat Wounds.

Hospital (Structure 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 Hospital
Item Bonus +2 to Provide Care; +1 to Quell Unrest
Effects Treat the settlement’s level as one higher than usual for the purpose of determining which healing items are available for sale. When in a settlement with an herbalist, you gain a +2 item bonus to Medicine checks to Treat Disease and Treat Wounds.

Houses (Structure 1) (Residential)


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, Orphanage
Effects The first time you build houses each kingdom turn, reduce Unrest by 1.

Hunters' Lodge (Structure 8)


This lodge houses maps, training materials, and meat and hide processing areas for those who hunt game.
Lots 2; Cost 24 RP, 4 Lumber, 2 Luxury
Construction Wilderness (expert) DC 24
Upgrade From Tannery
Item Bonus +2 to Hunt and Gather and to Rest and Relax (Wilderness)
Effects The hunter’s lodge must be built adjacent to a settlement border. Each time you successfully Hunt and Gather within the area of influence of a hunter’s lodge, you also gain 2 RP, or 2d4 RP if you critically succeed.

Illicit Market (Structure 6) (Infamy)


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 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 (Structure 1) (Residential)


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 to Hire Adventurers

Jail (Structure 2)


A jail is a fortified structure used to house criminals, prisoners, or dangerous monsters separately from the rest of society.
Lots 1; Cost 14 RP, 4 Lumber, 2 Ore, 4 Stone
Construction Defense DC 16
Upgrade To Detective Agency
Item Bonus +1 to Quell Unrest (Intrigue) and to Repair Reputation (Crime)
Effects The first time you build a jail each a Kingdom turn, reduce Crime by 1.

Keep (Structure 3) (Edifice)


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
Upgrade To Castle
Item Bonus +1 to Deploy, Garrison, and Train Army
Effects The first time you build a keep each round, reduce Unrest by 1.

Library (Structure 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 to Rest and Relax (Scholarship)
Effects While in a settlement with a library, you gain a +1 item bonus to Recall Knowledge while Investigating, to Decipher Writing, and to Researching checks.

Lumberyard (Structure 3) (Yard)


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 to Establish Work Site (lumber camp)
Effects Each lumberyard in your kingdom increases maximum Lumber capacity by 1. If a lumberyard is built in a lot next to a water border, it takes up only 1 lot; the water gives the yard a source of power to run saws to process timber and, more importantly, facilitates the shipment of trees to the yard.

Luxury Store (Structure 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 Luxury
Construction Trade (expert) DC 22
Upgrade From General Store
Upgrade To Magic Shop
Item Bonus +2 to Establish Trade Agreement
Effects A luxury store must be built on a block that has a mansion or noble villa, or adjacent to a block that has a castle or palace. Treat the settlement's level as one higher than usual for determining what magic items are available for sale in that settlement.

Magic Shop (Structure 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 Luxury, 6 Stone
Construction Magic (expert) DC 24
Upgrade From Luxury Store
Upgrade To Mystic Emporium
Item Bonus +1 to Supernatural Solution
Effects Treat the settlement's level as one higher than usual for the purposes of determining what magic items are available for sale in that settlement.

Magical Streetlamps (Structure 5) (Infrastructure)


Magical streetlamps are everlight crystals 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 These magical streetlamps provide nighttime illumination for the entire settlement. The first time you build magical streetlamps in a given settlement, reduce Crime by 1.

Mansion (Structure 5) (Residential)


This larger manor house houses a wealthy family.
Lots 1; Cost 10 RP, 6 Lumber, 6 Luxury, 3 Stone
Construction Industry (trained) DC 20
Upgrade From Houses
Upgrade To Noble Villa
Item Bonus +1 to Improve Lifestyle

Marketplace (Structure 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
Upgrade To Grand Bazaar
Item Bonus +2 to Establish Trade Agreement, Sell Commodities, or Purchase Commodities
Effects A settlement with no general store, marketplace, or grand bazaar reduces its effective level for the purposes of determining what items can be purchased there by 2. The marketplace instead increases the settlement’s effective level for determining what items can be purchased by 1.

Menagerie (Structure 12) (Edifice, Yard)


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 to Rest and Relax (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 it back to a settlement with a menagerie, you can add that creature to the menagerie. Each time a creature of a level higher than any previous creature in the menagerie is added, gain 1 Fame or reduce one Ruin of your choice by 1.
Only creatures with Intelligence modifiers of -4 or -5 are typically appropriate to place in a menagerie. You gain 1 Unrest at the start of each turn when an unwilling sapient creature is on display in a menagerie.

Military Academy (Structure 12) (Edifice)


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
Upgrade To University
Item Bonus +2 to Infiltration, Pledge of Fealty (Warfare), Recruit Army, and Train Army
Effects At the start of the Activity phase of the kingdom turn, if at least one army is garrisoned in a settlement with a military academy, one such army may use the Train Army or Train Auxiliary Squad activity as a bonus activity.

Mill (Structure 2)


A mill grinds grain using the power of wind, water, or even beasts of burden.
Lots 1; Cost 6 RP, 2 Lumber, 1 Stone
Construction Agriculture or Industry; (trained) DC 16
Item Bonus +1 to Harvest Crops & Livestock
Effects If a settlement includes at least one mill built on a lot adjacent to a water border, the increased efficiency of the mill reduces the settlement's Consumption by 1 (to a minimum of 0).

Mint (Structure 15) (Edifice)


A mint allows the kingdom to produce its own coinage to augment its economy. It may also include underground fortified chambers to help serve as a national treasury.
Lots 1; Cost 30 RP, 12 Lumber, 20 Ore, 16 Stone
Construction Industry or Trade; (master) DC 34
Upgrade From Bank
Item Bonus +3 to Capital Investment and Tap Treasury; +2 to Collect Taxes
Effects The Capital Investment activity can only be used in a non-capital settlement if it has a bank or mint. The first time you build a mint in the kingdom, reduce Crime by 2.

Monument (Structure 3) (Edifice)


A monument is an impressive stone structure built to commemorate a historical event, honor a beloved leader, memorialize a tragedy, or simply be beautiful.
Lots 1; Cost 6 RP, 1 Stone
Construction Arts (trained) DC 18
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 (Structure 5) (Fame)


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 to Rest and Relax (Arts)
Effects An 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.

Mystic Academy (Structure 12) (Edifice)


A mystic academy is dedicated to the study of the mystic arts and the training of elite clerics, mages, and other magic users.
Lots 2; Cost 36 RP, 6 Lumber, 6 Luxury, 2 Ore, 12 Stone
Construction Magic (expert) DC 30
Upgrade From Academy
Upgrade To University
Item Bonus +2 to Supernatural Solution
Effects At the start of the Activity phase of the kingdom turn, you may spend 6 RP to perform a free Supernatural Solution; although this is a leadership activity, it is performed by a particular a leader and gains no leader benefits.

Mystic Emporium (Structure 13)


A mystic emporium is usually a sprawling, mysterious store that specializes in buying and selling obscure magic and strange curios.
Lots 1; Cost 38 RP, 12 Lumber, 12 Luxury, 6 Stone
Construction Magic (master) DC 32
Upgrade From Harrow Reader or Magic Shop
Item Bonus +2 to Prognostication and Supernatural Solution
Effects Treat the settlement's level as one higher than usual for the purposes of determining what magic items are available for sale in that settlement. While in a settlement with a mystic emporium, you gain a +2 item bonus to checks made
to Identify Magic or Learn a Spell. This bonus is increased to +3 for divination magics and curses.

Noble Villa (Structure 9) (Residential)


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 Luxury, 6 Stone
Construction Politics (expert) DC 19
Upgrade From Mansion
Item Bonus +1 to Quell Unrest (Politics) and to Improve Lifestyle
Effects The first time you build a noble villa each Kingdom turn, reduce Unrest by 2.

Opera House (Structure 15) (Edifice, Fame)


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 brilliant colors or extravagant architecture.
Lots 2; Cost 40 RP, 20 Lumber, 18 Luxury, 16 Stone
Construction Arts (master) DC 34
Upgrade From Theater
Item Bonus +3 to Celebrate Holiday, Create Masterpiece, and Rest and Relax (Arts)
Effects The first time you build an opera house each 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 (Structure 2) (Residential)


This sprawling residential building provides housing for orphans or even homeless citizens. It can also help supply housing for refugees -- but preferably not all at the same time!
Lots 1; Cost 6 RP, 2 Lumber
Construction Industry DC 16
Upgrade From Houses
Effects The first time you build an orphanage each turn, reduce Unrest by 1. Each time you would gain more than 1 Unrest due to citizen deaths or the destruction of residential structures or settlements, reduce the total Unrest gained by 1.

Palace (Structure 15) (Edifice, Fame)


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 Luxury, 15 Ore, 20 Stone
Construction Defense, Industry, Magic, or Statecraft; (master) DC 34
Upgrade From Castle
Item Bonus +3 to Establish Settlement, New Leadership, Pledge of Fealty, Send Diplomatic Envoy, Garrison Army, Recover Army, or Recruit Army
Effects The first time you build a palace in your capital, reduce Unrest by 10. A palace can only be built in the capital; if the capital is moved via Relocate Capital, the palace left behind is replaced by a keep and a noble villa. A palace within the capital allows leaders to take an additional leadership activity (usually 3 for PCs and 2 for NPCs) during the Activity phase of a kingdom turn.

Park (Structure 1) (Yard)


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 15
Upgrade To Menagerie, Sacred Grove
Item Bonus +1 to Rest and Relax (Wilderness)
Effects The first time you build a park each kingdom turn, reduce Unrest by 1.

Paved Streets (Structure 3) (Infrastructure)


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 (instead of 15) to move from one block to an adjacent block when moving on paved streets. The first time you build paved streets in a particular settlement, reduce Decay by 1.

Pier (Structure 3) (Yard)


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 Harbor
Item Bonus +1 to Go Fishing, Rest and Relax (Boating), and Establish Trade Agreement (Boating)
Effects A pier must be built in a lot next to a water border.

Planning Bureau (Structure 5) (Edifice)


A planning bureau keeps track of the paperwork, designs, materials, and labor needed for efficient construction and maintenance of the settlement and surrounding areas.
Lots 1; Cost 34 RP, 2 Lumber, 8 Stone
Construction Engineering (expert) DC 20
Item Bonus +1 to all Stability-based checks, Establish Work Site, Build Roads, and Irrigation
Effects During the civic step of the Activity phase, declare one civic activity you plan to take during the next kingdom turn in any settlement with a planning bureau. At the start of the next kingdom turn’s Activity phase, you must perform the declared activity as a bonus civic activity; if for any reason you can’t perform the planned activity, gain 1d6 Unrest for breaking your promise.

Port (Structure 12) (Yard)


A port is a bustling hub of transport that is practically its own community.
Lots 4; Cost 90 RP, 20 Lumber, 5 Ore, 5 Stone
Construction Boating (expert) DC 30
Upgrade From Harbor
Item Bonus +3 to Go Fishing, Rest and Relax (Boating), and Establish Trade Agreement (Boating)
Effects A port must be constructed next to a water border. A settlement with at least 1 port increases its effective level by 1 for the purposes of determining what level of items can be purchased in that settlement.

Printing House (Structure 10) (Rare, Edifice)


Access Acquire the design for a rare mechanical printing press.
A printing house gives your citizens (and the PCs themselves) a place to create newspapers and books.
Lots 2; Cost 48 RP, 12 Lumber, 12 Luxury
Construction Industry (master) DC 27
Item Bonus +2 to Quell Unrest and to Repair Reputation (Corruption, Strife)
Effects A PC in a settlement with a printing house gains a +2 item bonus to checks to Gather Information or to Research any topic which might appear in a library.

Rookery (Structure 3) (Edifice)


A rookery is a fortified nesting ground for ravens or other birds often used to deliver messages.
Lots 1; Cost 12 RP; 3 Lumber or 3 Stone
Construction Agriculture or Wilderness; (trained) DC 18
Item Bonus +1 to Focus Attention, Manage Trade Agreement, Request Foreign Aid, and Take Charge
Effects A rookery also can be built as a minor terrain feature in any claimed hex within 4 hexes of the settlement, rather than only in a settlement. A rookery outside a settlement provides no item bonuses, but the hex containing the rookery is considered to be under the settlement's area of influence.

Rubble (Structure 0) (Yard)


An unsightly heap of rubble fills the entire lot.
Lots 1; Cost -
Effects Rubble is created accidentally, such as from a result of certain kingdom events or failed Demolish Structure activity. You cannot build in a lot with rubble; it must be removed via a successful Demolish Structure activity.

Sacred Grove (Structure 5) (Yard)


This untouched land has been blessed by primal spirits, druids, or allied fey creatures.
Lots 1; Cost 36 RP
Construction Wilderness (trained) DC 20
Upgrade From Park
Item Bonus +1 to Celebrate Holiday, Quell Unrest (Folklore), and Rest and Relax (Wilderness)
Effects Treat the settlement's level as one higher than usual for the purposes of determining what primal magic items are available for sale in that settlement. In addition, while in a settlement with a sacred grove, you gain a +1 item bonus to Recall Knowledge about nature and primal magic, Identify Magic, and Research natural and primal phenomena.

School (Structure 5) (Edifice)


A public school cares for children and teaches people a broad set of useful skills, educating the citizenry.
Lots 1; Cost 30 RP, 6 Lumber, 2 Luxury
Construction Scholarship (expert) DC 20
Item Bonus +1 to all Culture-based checks and to Improve Lifestyle
Effects The educated populace can sometimes point out problems with higher-minded citizens’ solutions. If the kingdom fails or critically fails an attempt at a Creative Solution, roll a DC 11 flat check; on a success, the degree of success for the creative solution is improved by one step. This is a fortune effect.

Secure Warehouse (Structure 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 to Craft Luxuries
Effects Each secure warehouse in your kingdom increases your maximum Luxury capacity by 1.

Sewer System (Structure 7) (Infrastructure)


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 to Clandestine Business
Effects Having a sewer system can affect certain kingdom events, typically making them less dangerous.

Shrine (Structure 1)


A shrine is a small building devoted to the worship of a deity or faith. It may 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 to Celebrate Holiday
Effects Treat the settlement's level as one higher than usual when determining what divine magic items are available for sale in that settlement.

Smithy (Structure 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 to Trade Commodities and Outfit Army
Effects While in a settlement with a smithy, you gain a +1 item bonus to Craft checks made to work with metal.

Specialized Artisan (Structure 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 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, fine art, glass, or books.

Stable (Structure 3) (Yard)


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 to Establish Trade Agreement

Stockyard (Structure 3) (Yard)


A stockyard includes several barns and pens used to house livestock and prepare them for slaughter.
Lots 4; Cost 20 RP, 4 Lumber
Construction Agriculture or Industry; DC 18
Item Bonus +1 to Harvest Crops & Livestock
Effects A settlement with at least one stockyard reduces its Consumption by 1.

Stonemason (Structure 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 to Establish Work Site (quarry)
Effects Each stonemason in your kingdom increases maximum Stone capacity by 1

Tannery (Structure 1)


These tanning shacks allow your people to double down on resources from hunting game, creating leather goods.
Lots 1; Cost 6 RP, 2 Lumber
Construction Wilderness DC 15
Upgrade To Hunters' Lodge
Item Bonus +1 to Hunt & Gather
Effects Each time you successfully Hunt & Gather within the area of influence of a tannery, you also gain 1 RP, or 1d4 RP if you critically succeed.

Tavern, Dive (Structure 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 Popular Tavern
Ruin +1 Corruption
Effects Each time you build a dive tavern, reduce Unrest by 1d4.

Tavern, Luxury (Structure 9) (Fame)


Luxury taverns are high-class establishments providing entertainment, eating, and drinking. It may even include a built-in stage for performers to use.
Lots 2; Cost 48 RP, 10 Lumber, 8 Luxury, 8 Stone
Construction Trade (master) DC 26
Upgrade From Popular Tavern
Upgrade To World-Class Tavern
Item Bonus +2 Hire Adventurers, Rest and Relax (Trade); +1 to Repair Reputation (Strife)
Effects The first time you build a luxury tavern each turn, reduce Unrest by 1d4+1. While in a settlement with a luxury tavern, you gain a +2 item bonus to Gather Information and to Earn Income using Performance.

Tavern, Popular (Structure 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 Dive Tavern
Upgrade To Luxury Tavern
Item Bonus +1 Hire Adventurers, Rest and Relax (Trade)
Effects The first time you build a popular tavern each turn, reduce Unrest by 2. While in a settlement with a popular tavern, you gain a +1 item bonus to Gather Information and to Earn Income using Performance.

Tavern, World-Class (Structure 15) (Edifice, Fame)


A world-class tavern is a legendary establishment for
entertainment, eating, and drinking. It has at least one
venue for performances -- possibly several.
Lots 2; Cost 64 RP, 18 Lumber, 15 Luxury, 15 Stone
Construction Trade (master) DC 34
Upgrade From Luxury Tavern
Item Bonus +3 Hire Adventurers, Rest and Relax (Trade); +2 to Repair Reputation (Strife)
Effects The first time you build a world-class tavern each turn, reduce Unrest by 2d4. While in a settlement with a world-class tavern, you gain a +3 item bonus to Gather Information and to Earn Income using Performance.

Temple (Structure 7) (Fame)


A temple is a building devoted to worship.
Lots 2; Cost 32 RP, 6 Lumber, 6 Stone
Construction Folklore (trained) DC 23
Upgrade From Shrine
Upgrade To Cathedral
Item Bonus +2 to Celebrate Holiday and Provide Care; +1 to Repair Reputation (Corruption)
Effects The first time you build a temple each turn,
reduce Unrest by 2. Treat the settlement's level as one
higher than usual when determining what divine magic
items are available for sale in that settlement.

Tenement (Structure 0) (Residential)


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 one Ruin of your choice
Effects The first time you build tenements each turn, reduce Unrest by 1.

Theater (Structure 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 to Celebrate Holiday, Rest and Relax (Arts)
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' Den (Structure 5) (Infamy)


The government knows this small group exists but allows it to do its business as long as it doesn't get too disruptive.
Lots 1; Cost 25 RP, 4 Lumber
Construction Intrigue (trained) DC 20
Upgrade To Assassins’ Guild
Item Bonus +1 to Clandestine Business and Infiltration
Ruin +1 Crime
Effects While in a settlement with a thieves' den, you gain a +1 item bonus to Create Forgeries.

Town Hall (Structure 2) (Edifice)


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, Industry, Magic, or Statecraft; (trained) DC 18
Upgrade To Castle
Item Bonus +1 to Establish Settlement, New Leadership
Effects The first time you build a town hall each turn, reduce Unrest by 1. A town hall in a capital allows leaders to take an additional leadership activity during the Activity phase of a kingdom turn (usually 3 activities for PC leaders and 2 for NPCs).

Trade Shop (Structure 3)


A trade shop is a store that focuses on providing common crafting services.
Lots 1; Cost 10 RP, 2 Lumber
Construction Trade (trained) DC 18
Upgrade To Guildhall
Item Bonus +1 to Purchase Commodities
Effects While in a settlement with a trade shop, you gain a +1 item bonus to Crafting checks.

University (Structure 15) (Edifice, Fame)


A university is a sprawling institution of higher learning.
Lots 4; Cost 78 RP, 18 Lumber, 18 Luxury, 18 Stone
Construction Scholarship (master) DC 34
Upgrade From Military Academy, Mystic Academy
Item Bonus +3 to Creative Solution, Rest and Relax (Scholarship), Supernatural Solution, and Train Army
Effects While in a settlement with a university, you gain a +3 item bonus to Recall Knowledge checks while Investigating, to Decipher Writing, and to Researching checks.

Wall, Stone (Structure 5) (Infrastructure)


Stone walls provide solid border defenses.
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 a given settlement, reduce Unrest by 1. When you build a stone wall, choose a settlement border to apply it to.

Wall, Wooden (Structure 1) (Infrastructure)


Wooden walls provide serviceable border defenses.
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 a given settlement, reduce Unrest by 1. When you build a wooden wall, choose a settlement border to apply it to.

Watchtower (Structure 3)


A watchtower serves as a guard post, granting advance warning to upcoming dangerous events.
Lots 1; Cost 12 RP; 4 Lumber or 4 Stone
Construction Defense (trained) DC 18
Effects A watchtower can be built as a minor terrain feature in any claimed hex within the settlement's area of influence. The first time you build a watchtower each turn, decrease Unrest by 1. Each watchtower provide a +1 item bonus to any skill roll required for a kingdom event involving environmental or hostile effects targeted on the settlement, up to a limit of the settlement's item stacking limit.