Kingmaker Buildings

The Buildings


This will put together their combined information from both the Kingmaker perspective, the personal building perspective, and the earnings from the rooms portion, as it was spread across the 3 sections before. Will eventually create a page for each building individually as I get to it. For manning, go to Kingmaker Teams to create the appropriate team to run your building, organization, church or business, and to further customize or improve your buildings you will want to add Kingmaker Rooms. The layout of any of the buildings are up to the purchaser, and they can also have as much added to them as they want in the way of rooms or teams, but it must have the minimum rooms that are listed in the description to function as a building of that type first.

Academy
Kingdom Benefits: Economy +2, Loyalty +2 Cost: 52 BP, 2 Lots
Settlement: Lore +2, Productivity +2, Society +2; Increase Lore bonus by 2 for questions related to one Knowledge or Profession skill
Discount: Caster's Tower, Library, Magic Shop
Upgrade From: Library Upgrade To: University
Magic Items: 3 Minor Scrolls or wondrous items, 2 medium scrolls or wondrous items

An institution of higher learning. (Lore bonus is chosen when built; for example, an Academy of the Dungeoneering Arts, would increase Knowledge (Dungeoneering)

Create: 120 Goods, 16 Influence, 109 Labor, 3 Magic (5,360 gp)
Rooms: 1 Alchemy Lab, 2 Baths, 1 Bedroom, 1 Bell Tower, 1 Book Repository, 1 Bunks, 2 Classrooms, 1 Common Room, 1 Courtyard, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Observation Dome, 2 Offices, 1 Scriptorium, 1 Sitting Room, 1 Statue
Build Time: ?
Earnings: ?

ALCHEMIST 18 BP, 1 LOT
Kingdom Economy +1
Limit Adjacent to 1 House
Special Base value +1,000 gp
Magic Items 1 minor potion or wondrous item
The laboratory and home of a crafter of poisons, potions, or
alchemical items.


ARENA 40 BP, 4 LOTS
Kingdom Stability +4; Fame +1
Discount Brothel, Garrison, Inn, Stable, Theater
Limit 1 per settlement
Upgrade From Theater
Settlement Crime +1
A large public structure for competitions and team sports.
BANK 28 BP, 1 LOT
Kingdom Economy +4
Special Base value +2,000 gp
A secure building for storing valuables and granting loans.
BARDIC COLLEGE 40 BP, 2 LOTS
Kingdom Economy +1, Loyalty +3, Stability +1; Fame +1
Discount Library, Museum, Theater
Magic Items 2 minor scrolls or wondrous items
A center for artistic learning. Education in a Bardic College also
includes research into a wide-range of historical topics.
BARRACKS 6 BP, 1 LOT
Kingdom Unrest –1
Upgrade To Garrison
Special Defense +2
Settlement Law +1
A building to house conscripts, guards, militia, soldiers, or similar
military forces.
BLACK MARKET 50 BP, 1 LOT
Kingdom Economy +2, Stability +1, Unrest +1
Discount Brothel
Limit Adjacent to 2 Houses
Special Base value +2,000 gp
Magic Items 2 minor items, 1 medium item, 1 major item
Settlement Corruption +2, Crime +2
A number of shops with secret and usually illegal wares.
BREWERY 6 BP, 1 LOT
Kingdom Loyalty +1, Stability +1
A building for beer brewing, winemaking, or some similar use.
BRIDGE 6 BP, 1 LOT
Kingdom Economy +1
Special Shares the space with a river or Waterway lot
Allows travel across a river or Waterway, easing transportation.
BUREAU 10 BP, 2 LOTS
Kingdom Economy +1, Loyalty –1, Stability +1
Settlement Corruption +1, Law +1
A large warren of offices for clerks and record-keepers working
for a guild or government.
CASTER’S TOWER 30 BP, 1 LOT
Kingdom Economy +1, Loyalty +1
Magic Items 3 minor items, 2 medium items
The home and laboratory for a spellcaster.
CASTLE 54 BP, 4 LOTS
Kingdom Economy +2, Loyalty +2, Stability +2, Unrest –4; Fame +1
Discount Noble Villa, Town Hall
Limit 1 per settlement
Special Defense +8
The home of the settlement’s leader or the heart of its defenses.
CATHEDRAL 58 BP, 4 LOTS
Kingdom Loyalty +4, Stability +4, Unrest –4; Fame +1
Discount Academy, Temple
Limit 1 per settlement
Special Halves Consumption increase for Promotion edicts
Magic Items 3 minor potions or wondrous items, 2 medium
potions or wondrous items
Settlement Law +2
The focal point of the settlement’s spiritual leadership.
CISTERN 6 BP, 1 LOT
Kingdom Stability +1
Limit Cannot be adjacent to a Dump, Graveyard, Stable,
Stockyard, or Tannery
Special Can share lot with another building
Contains a safe supply of fresh water for the settlement.
CITY WALL 2 BP
Kingdom Unrest –2 (once per settlement)
Limit Land district border
Special Defense +1
A fortification of one side of a district with a sturdy wall. The GM
may allow for cliffs and other natural features to function as a
City Wall for one or more sides of a district. You may construct
gates through your own city wall at no cost.
DANCE HALL 4 BP, 1 LOT
Kingdom Economy +1, Loyalty +2, Unrest +1
Limit Adjacent to 1 House
Settlement Corruption +1, Crime +1
An establishment for dancing, drinking, carousing, and holding
celebrations.
DUMP 4 BP, 1 LOT
Kingdom Stability +1
Limit Cannot be adjacent to House, Mansion, or Noble Villa
A centralized place to dispose of refuse.
EVERFLOWING SPRING 5 BP
Limit Settlement must have a building that can create medium
magic items
Special Can share lot with Castle, Cathedral, Market,
Monument, Park, or Town Hall
A fountain built around several decanters of endless water that
provides an inexhaustible supply of fresh water.
EXOTIC ARTISAN 10 BP, 1 LOT
Kingdom Economy +1, Stability +1
Limit Adjacent to 1 House
Magic Items 1 minor ring, wand, or wondrous item
The shop and home of a jeweler, tinker, glassblower, or the like.
FOREIGN QUARTER 30 BP, 4 LOTS
Kingdom Economy +3, Stability –1
Special Increase the value of trade routes (see Trade Edicts on
page 232) by 5% (maximum 100%)
Settlement Crime +1, Lore +1, Society +2
An area with many foreigners, as well as shops and services
catering to them.
FOUNDRY 16 BP, 2 LOTS
Kingdom Economy +1, Stability +1, Unrest +1
Discount Smithy
Limit Adjacent to water district border
Special Increase the Economy and BP earned per turn by 1 for 1
Mine connected to this settlement by a river or Road
Settlement Productivity +1
Processes ore and refines it into finished metal.
GARRISON 28 BP, 2 LOTS
Kingdom Loyalty +2, Stability +2, Unrest –2
Discount City Wall, Granary, Jail
Upgrade From Barracks
A large building to house armies, train guards, and recruit militia.
GRANARY 12 BP, 1 LOT
Kingdom Loyalty +1, Stability +1
Special If Farms reduce Consumption below 0, store up to
5 BP of excess production for use on a later turn when
Consumption exceeds the Treasury
A place to store grain and food.
GRAVEYARD 4 BP, 1 LOT
Kingdom Loyalty +1
A plot of land to honor and bury the dead.
GUILDHALL 34 BP, 2 LOTS
Kingdom Economy +2, Loyalty +2
Discount Pier, Stable, Trade Shop
Upgrade From Trade Shop
Special Base value +1,000 gp
Settlement Law +1, Productivity +2
The headquarters for a guild or similar organization.
HERBALIST 10 BP, 1 LOT
Kingdom Loyalty +1, Stability +1
Limit Adjacent to 1 House
Magic Items 1 minor potion or wondrous item
The workshop and home of a gardener, healer, or poisoner.
HOSPITAL 30 BP, 2 LOTS
Kingdom Loyalty +1, Stability +2
Special Increase Stability by 2 during plague events
Settlement Lore +1, Productivity +2
A building devoted to healing the sick.
HOUSE 3 BP, 1 LOT
Kingdom Unrest –1
Upgrade From Tenement
Special The first House you build during the Improvement
phase does not count against the total number of buildings
you can build during the phase
A number of mid-sized houses for citizens.
INN 10 BP, 1 LOT
Kingdom Economy +1, Loyalty +1
Limit Adjacent to 1 House
Special Base value +500 gp
Settlement Society +1
A place for visitors to rest.
JAIL 14 BP, 1 LOT
Kingdom Loyalty +2, Stability +2, Unrest –2
Settlement Crime –1, Law +1
A fortified structure for confining criminals or dangerous monsters.
LIBRARY 6 BP, 1 LOT
Kingdom Economy +1, Loyalty +1
Upgrade To Academy
Settlement Lore +1
A large building containing an archive of books.
LUXURY STORE 28 BP, 1 LOT
Kingdom Economy +1
Limit Adjacent to 1 House
Upgrade To Magic Shop; Upgrade From Shop
Special Base value +2,000 gp
Magic Items 2 minor rings, wands, or wondrous items
A shop that specializes in expensive comforts for the wealthy.
MAGIC SHOP 68 BP, 1 LOT
Kingdom Economy +1
Limit Adjacent to 2 Houses
Upgrade From Luxury Store
Special Base value +2,000 gp
Magic Items 4 minor wondrous items, 2 medium wondrous
items, 1 major wondrous item
A shop that specializes in magic items and spells.
MAGICAL ACADEMY 58 BP, 2 LOTS
Kingdom Economy +2; Fame +1
Discount Caster’s Tower, Library, Magic Shop
Magic Items 3 minor potions, scrolls, or wondrous items; 1
medium potion, scroll, or wondrous item
Settlement Lore +2, Society +1; increase Lore bonus by 2 for
questions relating to Knowledge (arcana)
An institution for training students in spellcasting, magic item
crafting, and various arcane arts.
MAGICAL STREETLAMPS 5 BP
Limit Settlement must have a Cathedral, Magic Shop, Magical
Academy, or Temple
Special Can share a lot with any building or improvement
Settlement Crime –1
Continual flame lamps that illuminate the lot.
MANSION 10 BP, 1 LOT
Kingdom Stability +1
Upgrade To Noble Villa
Settlement Law +1, Society +1
A single huge manor housing a rich family and its servants.
MARKET 48 BP, 2 LOTS
Kingdom Economy +2, Stability +2
Discount Black Market, Inn, Shop
Limit Adjacent to 2 Houses
Upgrade From Shop
Special Base value +2,000 gp
Magic Items 2 minor wondrous items
An open area for traveling merchants and bargain hunters.
MENAGERIE 16 BP, 4 LOTS
Kingdom Economy +1, Loyalty (special); Fame +1
Special Increase Loyalty by 1/4 the CR of the highest-CR
creature in the Menagerie
A large park stocked with exotic creatures for public viewing.
MILITARY ACADEMY 36 BP, 2 LOTS
Kingdom Loyalty +2, Stability +1; Fame +1
Discount Barracks
Limit 1 per settlement
Special Armies and commanders recruited at the settlement
gain one bonus tactic (see Army Tactics on page 237)
Magic Items 1 minor armor, shield, or weapon; 1 medium
armor, shield, or weapon
Settlement Law +1, Lore +1
An institution dedicated to the study of war and the training of
elite soldiers and officers.
MILL 6 BP, 1 LOT
Kingdom Economy +1, Stability +1
Limit Adjacent to water district border
Special With GM approval, you can construct a windmill at the
same cost without the water district border requirement
Settlement Productivity +1
A building used to cut lumber or grind grain.
MINT 30 BP, 1 LOT
Kingdom Economy +3, Loyalty +3, Stability +1; Fame +1
A secure building where the kingdom’s coinage is minted and
standard weights and measures are kept.
MOAT 2 BP
Kingdom Unrest –1 (once per settlement)
Limit Land district border
Special Defense +1; cannot be damaged by siege engines
A fortification of one side of a district with an open or water-filled
ditch, often backed by a low dike or embankment. The GM may
allow a river or similar natural feature to function as a moat for
one or more sides of a district.
MONASTERY 16 BP, 2 LOTS
Kingdom Stability +1
Settlement Law +1, Lore +1
A cloister for meditation, study, and the pursuit of various other
scholarly paths.
MONUMENT 6 BP, 1 LOT
Kingdom Loyalty +1, Unrest –1
A local memorial such as a bell tower, a statue of a settlement
founder, a large tomb, or a public display of art.
MUSEUM 30 BP, 2 LOTS
Kingdom Economy +1, Loyalty +1; Fame +1
Settlement Lore +2, Society +1; increase Lore bonus by 2 for
questions relating to Knowledge (history); apply Lore bonus
on Appraise checks regarding art objects
A place to display art and artifacts both modern and historical.
The GM may allow the kingdom leaders to display a valuable
item (such as a magic item or bejeweled statue) in the museum,
increasing Fame during this display by 1 for every 10,000 gp of
the item’s price (maximum +5 Fame), and by an additional 1 if
the item is significant to the kingdom’s history.
NOBLE VILLA 24 BP, 2 LOTS
Kingdom Economy +1, Loyalty +1, Stability +1; Fame +1
Discount Exotic Artisan, Luxury Store, Mansion
Upgrade From Mansion
Settlement Society +1
A sprawling manor with luxurious grounds that houses a noble’s
family and staff.
OBSERVATORY 12 BP, 1 LOT
Kingdom Stability +1
Magic Items 1 minor scroll or wondrous item
Settlement Lore +2
A dome or tower with optical devices for viewing the heavens.
ORPHANAGE 6 BP, 1 LOT
Kingdom Stability +1, Unrest –1
A place for housing and taking care of large numbers of orphans.
PALACE 108 BP, 4 LOTS
Kingdom Economy +2, Loyalty +6, Stability +2; Fame +1
Discount Mansion, Mint, Noble Villa
Special Base value +1,000 gp; you may make two special edicts
per turn (see page 229), but take a –2 penalty on kingdom
checks associated with each special edict
Settlement Law +2
A grand edifice and walled grounds demonstrating one’s wealth,
power, and authority to the world.
PARK 4 BP, 1 LOT
Kingdom Loyalty +1, Unrest –1
A plot of land set aside for its serene beauty.
PAVED STREETS 24 BP
Kingdom Economy +2, Stability +1
Limit 1 per district
Settlement Productivity +2
Brick or stone pavement that speeds transportation.
PIER 16 BP, 1 LOT
Kingdom Economy +1, Stability +1
Limit Adjacent to water district border
Upgrade To Waterfront
Special Base value +1,000 gp
Settlement Crime +1
Warehouses and workshops for docking ships and handling cargo
and passengers.
SEWER SYSTEM 24 BP
Kingdom Loyalty +1, Stability +2
Discount Cistern, Dump
Limit 1 per district
Settlement Crime +1, Productivity +1
An underground sanitation system that keeps the settlement
clean, though it may become home to criminals and monsters.
SHOP 8 BP, 1 LOT
Kingdom Economy +1
Limit Adjacent to 1 House or Mansion
Upgrade To Luxury Store, Market
Special Base value +500 gp
Settlement Productivity +1
A general store.
SHRINE 8 BP, 1 LOT
Kingdom Loyalty +1, Unrest –1
Upgrade To Temple
Magic Items 1 minor potion, scroll, or wondrous item
A shrine, idol, sacred grove, or similar holy site designed for
worship by pious individuals.
SMITHY 6 BP, 1 LOT
Kingdom Economy +1, Stability +1
The workshop of an armorsmith, blacksmith, weaponsmith, or
other craftsman who works with metal.
STABLE 10 BP, 1 LOT
Kingdom Economy +1, Loyalty +1
Limit Adjacent to 1 House, Mansion, or Noble Villa
Special Base value +500 gp
A structure for housing or selling horses and other mounts.
STOCKYARD 20 BP, 4 LOTS
Kingdom Economy +1, Stability –1
Discount Stable, Tannery
Special Farms in this hex or adjacent hexes reduce Consumption
by 3 instead of 2
Settlement Productivity +1
Barns and pens that store herd animals and prepare them for
nearby slaughterhouses.
TANNERY 6 BP, 1 LOT
Kingdom Economy +1, Stability +1
Limit Cannot be adjacent to House, Mansion, Noble Villa, or
Tenement
Settlement Society –1
A structure that prepares hides and leather.
TAVERN 12 BP, 1 LOT
Kingdom Economy +1, Loyalty +1
Limit Adjacent to 1 House or Mansion
Special Base value +500 gp
Settlement Corruption +1
An eating or drinking establishment.
TEMPLE 32 BP, 2 LOTS
Kingdom Loyalty +2, Stability +2, Unrest –2
Discount Graveyard, Monument, Shrine
Upgrade From Shrine
Magic Items 2 minor items
A large place of worship dedicated to a deity.
TENEMENT 1 BP, 1 LOT
Kingdom Unrest +2
Upgrade To House
Special Counts as House for buildings that must be adjacent to
a House
A staggering number of low-rent housing units.
THEATER 24 BP, 2 LOTS
Kingdom Economy +2, Stability +2
Discount Brothel, Exotic Artisan, Inn, Park, Tavern
Upgrade To Arena
A venue for entertainments such as plays, operas, and concerts.
TOWN HALL 22 BP, 2 LOTS
Kingdom Economy +1, Loyalty +1, Stability +1
Discount Barracks, Cistern, Dump, Jail, Watchtower
Settlement Law +1
A public venue for town meetings, repository for town records,
and offices for minor bureaucrats.
TRADE SHOP 10 BP, 1 LOT
Kingdom Economy +1, Stability +1
Limit Adjacent to 1 House
Upgrade To Guildhall
Special Base value +500 gp
Settlement Productivity +1
A shop front for a tradesperson, such as a baker, butcher, candle
maker, cobbler, rope maker, or wainwright.
UNIVERSITY 78 BP, 4 LOTS
Kingdom Economy +3, Loyalty +3; Fame +1
Discount Academy, Bardic College, Library, Magical Academy,
Military Academy, Museum
Upgrade From Academy
Magic Items 4 minor scrolls or wondrous items, 2 medium
scrolls or wondrous items Settlement Lore +4, Society
+3; increase Lore bonus by 4 for questions relating to one
Knowledge or Profession skill
An institution of higher learning, focusing mainly on mundane
subjects but dabbling in magical theory.
WATCHTOWER 12 BP, 1 LOT
Kingdom Stability +1, Unrest –1
Special Defense +2
A tall structure that serves as a guard post.
WATERGATE 2 BP
Special Shares City Wall
A gate in a City Wall that allows water (such as a river, Aqueduct, or Waterway) to enter the settlement. A Watergate has underwater
defenses to block unwanted access. If you construct a Watergate
when you construct a City Wall, the Watergate does not count toward
the limit of the number of buildings you can construct per turn.
WATERFRONT 90 BP, 4 LOTS
Kingdom Economy +4
Discount Black Market, Guildhall, Market, Pier
Limit Adjacent to water district border, 1 per settlement
Upgrade From Pier
Special Base value +4,000 gp; halves Loyalty penalty for
Taxation edicts
Magic Items 2 minor wondrous items, 1 medium wondrous
item, 1 major wondrous item
Settlement Productivity +2
A port for waterborne arrival and departure, with facilities for
shipping and shipbuilding.
WATERWAY 3 BP, 1–2 LOTS
Special Counts as water district border for adjacent buildings
A river or canal occuping part of the District Grid. At the GM’s option,
a natural Waterway may already exist on the grid, requiring no action
or BP to build. If you construct a City Wall that touches or crosses the
Waterway, you must also build Watergates on the same turn.

ACADEMY
Create 120 Goods, 16 Influence, 109 Labor, 3 Magic
(5,360 gp)
Rooms 1 Alchemy Lab, 2 Baths, 1 Bedroom, 1 Bell Tower,
1 Book Repository, 1 Bunks, 2 Classrooms, 1 Common Room,
1 Courtyard, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Observation
Dome, 2 Offices, 1 Scriptorium, 1 Sitting Room, 1 Statue
An institution of higher learning.
ALCHEMIST
Create 48 Goods, 2 Influence, 41 Labor, 1 Magic (1,940 gp)
Rooms 1 Alchemy Lab, 1 Bedroom, 1 Garden, 1 Kitchen, 1 Lavatory,
1 Sitting Room, 1 Storage, 1 Storefront
The laboratory and home for a creator of potions, poisons, and
alchemical items.
ARENA
Create 109 Goods, 20 Influence, 96 Labor, 1 Magic (4,800 gp)
Rooms 1 Bar, 1 Bath, 4 Battle Rings, 1 Game Room, 1 Infirmary,
1 Lavatory, 1 Office, 1 Storage, 1 Storefront
A large public structure for competitions, demonstrations, team
sports, or bloodsports.
BANK
Create 39 Goods, 3 Influence, 35 Labor (1,570 gp)
Rooms 1 Guard Post, 2 Offices, 1 Secret Room, 1 Storefront, 2 Vaults
A secure building for storing coins and valuables, and for making
loans to those in need.
BARDIC COLLEGE
Create 107 Goods, 13 Influence, 109 Labor, 1 Magic (4,810 gp)
Rooms 1 Auditorium, 2 Baths, 1 Bedroom, 1 Book Repository,
1 Bunks, 2 Classrooms, 1 Common Room, 1 Courtyard,
1 Kitchen, 1 Lavatory, 2 Offices, 1 Scriptorium, 1 Sitting Room,
1 Statue, 1 Storage
A center for artistic learning in the visual and performing arts,
literature, music, and lore.
BARRACKS
Create 80 Goods, 18 Influence, 73 Labor, 1 Magic (3,700 gp)
Rooms 2 Armories, 1 Bedroom, 2 Bunks, 1 Common Room,
1 Dojo, 1 Guard Post, 1 Infirmary, 1 Kitchen, 1 Lavatory,
1 Office, 1 Storage
A building to house guards, militias, or other military forces.
BLACK MARKET
Create 53 Goods, 6 Influence, 48 Labor (2,200 gp)
Rooms 1 Armory, 1 Cell, 1 Escape Route, 1 False Front, 1 Guard
Post, 1 Office, 1 Secret Room, 1 Storage, 1 Vault
A secret shop that buys and sells a variety of shady, dangerous,
and illicit wares.
BREWERY
Create 36 Goods, 3 Influence, 32 Labor (1,450 gp)
Rooms 1 Bar, 1 Brewery, 1 Kitchen, 1 Office, 2 Storages,
1 Workstation
A building for beer and ale brewing, winemaking, distilling, or
some similar use.
BUREAU
Create 55 Goods, 6 Influence, 52 Labor, 1 Magic (2,420 gp)
Rooms 1 Book Repository, 1 Lavatory, 4 Offices, 2 Scriptoriums,
1 Sitting Room, 2 Storages
A large warren of offices for clerks and record-keepers working
for a guild or government.
CASTER’S TOWER
Create 88 Goods, 9 Influence, 81 Labor, 11 Magic (4,750 gp)
Rooms 1 Artisan’s Workshop, 1 Bath, 1 Bedroom, 1 Cell,
1 Ceremonial Room, 1 Kitchen, 1 Lavatory, 1 Magical
Repository, 1 Office, 1 Scriptorium, 1 Scrying Room, 1 Sitting
Room, 1 Storage
The home and laboratory for a spellcaster.
CASTLE
Create 165 Goods, 31 Influence, 148 Labor, 2 Magic (7,390 gp)
Rooms 2 Armories, 3 Bedrooms, 2 Bunks, 1 Cell, 1 Courtyard, 1
Crypt, 4 Defensive Walls, 1 Drawbridge, 1 Escape Route,
1 Garden, 1 Gatehouse, 1 Gauntlet, 1 Kitchen, 1 Lavatory,
1 Office, 1 Sitting Room, 1 Stall, 2 Storages
An elaborate fortified home, a noble’s retreat, or the heart of
a settlement’s defenses.
CATHEDRAL
Create 91 Goods, 12 Influence, 84 Labor, 11 Magic (4,960 gp)
Rooms 1 Altar, 1 Bedroom, 1 Bell Tower, 1 Book Repository,
1 Cell, 1 Ceremonial Room, 1 Confessional, 1 Courtyard,
1 Crypt, 1 Garden, 1 Office, 1 Reliquary, 1 Sanctum, 1 Sitting
Room, 1 Statue, 1 Storage
A center of religious and spiritual leadership.
COURTHOUSE
Create 43 Goods, 2 Influence, 41 Labor, 1 Magic (1,840 gp)
Rooms 1 Book Repository, 2 Cells, 1 Common Room, 2 Offices,
1 Sitting Room
A building where cases are heard and disputes resolved according
to the rule of law by generally impartial justices.
DANCE HALL
Create 53 Goods, 1 Influence, 53 Labor (2,150 gp)
Rooms 1 Ballroom, 1 Bar, 1 Common Room, 1 Lavatory,
1 Office, 1 Sitting Room, 1 Storage
An establishment for dancing, drinking, and consorting with
attractive people. It is often a place where members of different
social classes can intermingle discreetly, sometimes using masks
or other disguises.
EXOTIC ARTISAN
Create 44 Goods, 1 Influence, 41 Labor (1,730 gp)
Rooms 1 Artisan’s Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory,
1 Sitting Room, 1 Storage, 1 Storefront
The workshop and home for a creator of magic items, a fireworks
maker, a glassblower, or the like.
FARM
Create 53 Goods, 1 Influence, 50 Labor (2,090 gp)
Rooms 1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden,
1 Kitchen, 1 Lavatory, 1 Sitting Room
A small family farm or ranch.
FORT
Create 136 Goods, 25 Influence, 124 Labor, 1 Magic (6,050 gp)
Rooms 2 Armories, 1 Bedroom, 2 Bunks, 1 Cell, 1 Common
Room, 1 Courtyard, 3 Defensive Walls, 1 Dojo, 2
Fortifications (in the Common Room and Gatehouse), 1
Gatehouse, 1 Infirmary, 1 Kitchen, 1 Lavatory, 1 Office, 1
Storage, 1 War Room
A fortified outpost for bandits, mercenaries, soldiers, or
dangerous humanoids.
GARRISON
Create 126 Goods, 32 Influence, 112 Labor, 1 Magic (5,820 gp)
Rooms 4 Armories, 2 Bedrooms, 4 Bunks, 1 Common Room,
1 Dojo, 1 Guard Post, 1 Infirmary, 1 Kitchen, 1 Lavatory,
2 Offices, 2 Storages
A large building to house armies, train guards, and recruit militias;
it is larger and more versatile than a Barracks.
Create 30 Goods, 30 Labor (1,200 gp)
Rooms 10 Storages
A place to store grain and food.
GRAVEYARD
Create 18 Goods, 12 Influence, 19 Labor, 5 Magic (1,600 gp)
Rooms 3 Burial Grounds, 1 Crypt, 1 Statue
A plot of land where the dead are buried and honored.
GUILDHALL
Create 67 Goods, 66 Labor (2,660 gp)
Rooms 1 Common Room, 1 Kitchen, 1 Lavatory, 2 Offices,
1 Secret Room, 1 Sitting Room, 2 Storages, 3 Workstations
The headquarters for a guild or similar organization.
HERBALIST
Create 52 Goods, 1 Influence, 48 Labor (2,030 gp)
Rooms 1 Artisan’s Workshop, 1 Bedroom, 1 Greenhouse,
1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage, 1 Storefront
The workshop and home of a gardener, healer, poisoner, or
potion crafter.
HOSPITAL
Create 45 Goods, 4 Influence, 43 Labor, 2 Magic (2,080 gp)
Rooms 1 Bath, 1 Common Room, 2 Infirmaries, 1 Lavatory,
1 Office, 1 Statue, 1 Storage, 1 Storefront, 1 Workstation
A building designated as a place for healing the sick.
HOUSE
Create 32 Goods, 1 Influence, 31 Labor (1,290 gp)
Rooms 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer
Access, 1 Sitting Room, 1 Storage
A small cottage that can house up to two
adults or a new family.
INN
Create 52 Goods, 5 Influence, 47 Labor (2,130 gp)
Rooms 1 Bar, 1 Bath, 1 Bedroom, 1 Common Room, 1
Kitchen, 1 Lavatory, 1 Lodging, 1 Stall, 1 Storefront
A place for visitors to stay and rest.
JAIL
Create 40 Goods, 5 Influence, 33 Labor (1,610 gp)
Rooms 4 Cells, 1 Guard Post, 1 Office, 1 Storage, 1 Torture
Chamber
A fortified structure for confining criminals.
LIBRARY
Create 29 Goods, 4 Influence, 28 Labor, 2 Magic (1,460 gp)
Rooms 2 Book Repositories, 1 Common Room, 1 Office,
1 Storage
A large building containing an archive of books.
LUXURY STORE
Create 28 Goods, 1 Influence, 22 Labor (1,030 gp)
Rooms 1 Furnishings (Storefront), 1 Office, 1 Storage,
1 Storefront, 1 Vault
A shop that specializes in expensive wares and luxuries.
MAGIC SHOP
Create 40 Goods, 1 Influence, 33 Labor, 1 Magic (1,590 gp)
Rooms 1 Furnishings (Storefront), 1 Office, 1 Reliquary,
1 Storage, 1 Storefront, 2 Vaults
A shop that specializes in buying and selling magic items, spells,
and magical remedies.
MAGICAL ACADEMY
Create 121 Goods, 17 Influence, 110 Labor, 5 Magic (5,630 gp)
Rooms 1 Alchemy Lab, 2 Baths, 1 Bedroom, 1 Bell Tower,
1 Bunks, 2 Classrooms, 1 Common Room, 1 Courtyard,
1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Magical Repository,
1 Observation Dome, 2 Offices, 1 Scriptorium, 1 Sitting
Room, 1 Statue
An institution for training students in the magical arts.
MANSION
Create 132 Goods, 4 Influence, 120 Labor (5,160 gp)
Rooms 1 Bar, 1 Bath, 4 Bedrooms, 1 Escape Route, 2 Furnishings
(Bedroom and Sitting Room), 1 Kitchen, 1 Laundry, 1 Lavatory,
1 Lodging, 1 Office, 1 Secret Room, 2 Sitting Rooms, 1 Stall,
2 Storages
A huge manor housing a rich family and its servants.
MENAGERIE
Create 200 Goods, 33 Influence, 188 Labor (8,750 gp)
Rooms 2 Animal Pens, 1 Courtyard, 4 Defensive Walls,
1 Farmland, 1 Guard Post, 6 Habitats, 1 Hatchery, 1 Kitchen,
1 Lavatory, 2 Offices, 1 Stall, 2 Storages, 1 Storefront
A large park stocked with exotic animals and magical beasts.
MILITARY ACADEMY
Create 142 Goods, 16 Influence, 129 Labor, 2 Magic (6,100 gp)
Rooms 1 Armory, 1 Bath, 1 Bedroom, 1 Bell Tower, 1 Book
Repository, 1 Cell, 2 Classrooms, 1 Common Room,
1 Courtyard, 1 Dojo, 1 Greenhouse, 1 Infirmary, 1 Kitchen,
1 Lavatory, 1 Lodging, 2 Offices, 1 Scriptorium, 1 Sitting
Room, 1 Statue, 1 Storage, 1 War Room
An institution dedicated to the study of war and the training of
elite soldiers and officers.
MILL
Create 17 Goods, 16 Labor (660 gp)
Rooms 1 Mill Room, 1 Office, 2 Storages
A building used to cut lumber or grind grain.
MINT
Create 49 Goods, 2 Influence, 45 Labor (1,940 gp)
Rooms 1 Artisan’s Workshop, 1 Fortification (Vault), 1 Guard
Post, 1 Lavatory, 1 Office, 1 Storage, 2 Vaults
A secure building where coinage is minted and standard weights
and measures are kept.
MONASTERY
Create 58 Goods, 15 Influence, 53 Labor, 6 Magic (3,270 gp)
Rooms 1 Altar, 1 Bath, 1 Book Repository, 1 Bunks, 1 Courtyard,
1 Crypt, 1 Garden, 1 Kitchen, 1 Laundry, 1 Lavatory, 1 Office,
2 Sanctums, 1 Scriptorium
A cloister for meditation and study.
MONUMENT
Create 10 Goods, 8 Labor (360 gp)
Rooms 1 Furnishings (Statue), 1 Statue
A statue of a famous person, a memorial for fallen warriors, or a
public display of art.
MUSEUM
Create 47 Goods, 5 Influence, 43 Labor, 1 Magic (2,050 gp)
Rooms 1 Guard Post, 1 Office, 1 Reliquary, 2 Statues,
2 Storages, 1 Storefront, 2 Trophy Rooms, 1 Vault
A place to display art and artifacts both modern and historical.
NOBLE VILLA
Create 218 Goods, 16 Influence, 204 Labor (8,920 gp)
Rooms 1 Bar, 1 Bath, 4 Bedrooms, 2 Courtyards, 4 Defensive Walls,
1 Escape Route, 2 Furnishings (Bedroom and Sitting Room),
1 Garden, 1 Gatehouse, 1 Kitchen, 1 Labyrinth, 1 Laundry,
1 Lavatory, 1 Lodging, 2 Offices, 2 Secret Rooms, 2 Sitting
Rooms, 1 Stall, 1 Statue, 2 Storages, 1 Trophy Room, 1 Vault
A sprawling manor with luxurious grounds.
OBSERVATORY
Create 32 Goods, 4 Influence, 31 Labor, 2 Magic (1,580 gp)
Rooms 1 Book Repository, 1 Lavatory, 1 Observation Dome,
1 Office, 1 Scriptorium, 1 Storage
A high dome or tower with optical devices for viewing the heavens.
ORPHANAGE
Create 63 Goods, 7 Influence, 62 Labor, 1 Magic (2,810 gp)
Rooms 1 Bedroom, 1 Bunks, 1 Classroom, 1 Common Room,
1 Courtyard, 1 Infirmary, 1 Kitchen, 1 Laundry, 1 Lavatory,
1 Nursery, 1 Office, 2 Storages
A place for taking care of a large number of orphans.
PALACE
Create 453 Goods, 42 Influence, 421 Labor, 9 Magic (19,640 gp)
Rooms 1 Altar, 1 Ballroom, 1 Bar, 2 Baths, 6 Bedrooms, 1 Bunks,
1 Cell, 1 Common Room, 2 Courtyards, 1 Crypt, 6 Defensive
Walls, 1 Escape Route, 6 Furnishings (in the Ballroom,
2 Bedrooms, Office, Sitting Room, and the Throne Room),
1 Garden, 1 Gatehouse, 2 Kitchens, 1 Labyrinth, 1 Laundry,
2 Lavatories, 2 Lodgings, 2 Offices, 1 Sanctum, 3 Secret Rooms,
3 Sitting Rooms, 1 Sports Field, 4 Stalls, 2 Statues, 6 Storages,
1 Throne Room, 1 Trophy Room, 2 Vaults, 1 War Room
A grand edifice and grounds demonstrating wealth, power, and
authority to the world.
PIER
Create 22 Goods, 3 Influence, 20 Labor (930 gp)
Rooms 1 Animal Pen, 1 Dock, 1 Office, 2 Storages
Warehouses and workshops for docking ships and handling cargo
and passengers.
SCHOOL
Create 58 Goods, 5 Influence, 53 Labor (2,370 gp)
Rooms 1 Bell Tower, 2 Classrooms, 1 Common Room,
1 Courtyard, 1 Kitchen, 1 Lavatory, 1 Office, 2 Storages,
1 Workstation
A place for educating children and young adults.A public venue for holding town meetings, with storage for
town records.
TRADE SHOP
Create 19 Goods, 1 Influence, 16 Labor (730 gp)
Rooms 1 Lavatory, 1 Storage, 1 Storefront, 1 Workstation
A shop front for a tradesperson such as a baker or butcher.
UNIVERSITY
Create 94 Goods, 10 Influence, 88 Labor, 2 Magic (4,140 gp)
Rooms 1 Bath, 1 Bell Tower, 1 Book Repository, 2 Classrooms,
1 Common Room, 1 Courtyard, 1 Greenhouse, 1 Kitchen,
1 Lavatory, 1 Observation Dome, 2 Offices, 1 Scriptorium,
1 Sitting Room, 1 Statue
An institution of higher learning.
WATCHTOWER
Create 35 Goods, 9 Influence, 25 Labor (1,470 gp)
Rooms 1 Armory, 1 Bell Tower, 1 Gatehouse
A tall structure that serves as a guard post.
WATERFRONT
Create 63 Goods, 10 Influence, 56 Labor (2,680 gp)
Rooms 2 Animal Pens, 4 Docks, 1 Office, 4 Storages,
1 Workstation
A port for waterborne arrival and departure, with facilities for
shipping and shipbuilding.