Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Aqueduct (Q)
An Aqueduct brings water from alpine lakes and rivers to lowland cities where water is scarce or
insufficient for the local populace. A finished series of Aqueduct hexes must connect to a hill or
mountain hex (with a river or lake) on one end and a settlement on the other end; otherwise, you do not
gain its benefit.
Terrain: One end must be hill or mountain hex; can pass through any type of hex.
Effect: Stability +1, Loyalty+1 (eliminating lack of water penalties essentially), allows settlement to
build water-dependent buildings.
Cost: As a Road, except the cost is not doubled for hexes with rivers (see Table 46: Terrain and Terrain
Improvements on page 214).
Prerequisites: Settlement must have a water shortage penalty in order to gain the benefits.
Bridge (Q)
A Bridge allows your Road hexes to cross rivers.
Cost: When you build a Road in a hex that contains a river, the doubled coast of the Road includes the
cost of bridges needed to cross the river. You dont need to build a Bridge as a separate unit; its listed
here for reference only.
Canal (Q)
A Canal is an artificial waterway that allows barge traffic to haul heavy commodities.
Terrain: Desert, hill, or plain. Must connect between two bodies of water.
Effect: Settlements in a hex with a Canal treat the hex as if it had a river.
Cost: Twice the cost of a Road (see Table 46: Terrain and
Terrain Improvements on page 214).
Farmland*
You can develop farmlands to help sustain your kingdom'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 kingdom normally reduces your kingdom's consumption by 2 (or by 1 during winter
months). You can sell any excess Farm / Fishery production at a rate of 1 BP per 4, or 1 per 2 during
winter.
Prerequisites: Farmlands can be built in any grassland or hill hex.
Fishery*
A Fishery is like a Farm, except it provides abundant fish rather than planted crops.
Terrain: Coastline, water, river, or marsh. Effect: Consumption decreases by 1 BP. Cost: 4 BP.
Fort (Q)
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 24 BP to build a Fort. A fort gives stability modifier +2 and reduces unrest
by 1.
Prerequisites: Forts can be built in any hex containing a road or river.
Special: If attacked, forts have a defense modifier of +4. If a town is built in a hex with a fort, the
town automatically gains a guard tower and palisade wall. A Watchtower can be upgraded to a fort for
12 BP.
Highway (Q)
A highway is a paved and well-maintained version of a Road. You may upgrade a Road into a Highway.
You must have a kingdom of Size 26 or greater to build a Highway. Terrain: Any hex with a Road.
Effect: Economy +1 for every 4 hexes of Highway, Stability +1 for every 8 hexes of Highway; improves
overland travel speed (Pathfinder RPG Core Rulebook 172).
Cost: Twice the cost of a Road (see Table 46: Terrain and
Terrain Improvements on page 214).
Mine*
You can establish mines in hills or mountains to supply your kingdom with base metals such as iron, tin
and copper.
Costs and Benefit: It costs 9 BP on the hills and 12 BP on the mountains to build a mine. Each generates
automatic income of 1-5 BP.
Prerequisites: 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 Knowledge (Engineering) or Profession (Miner) (DC25) to determine
whether it is suitable for a mine. Only about 20 percent of the hill or 30 % of the mountain hexes in the
Stolen Lands are suitable.
Mine Resources Table: (D100)
Resource
Hill %
Mountain %
Adamantine (5 BP)
Mithril (4 BP)
2-3
Gold (3 BP)
1-2
4-6
Silver (2 BP)
3-5
7-10
Base (1 BP)
6-20
11-30
Orchard / Vineyard*
You can grow fruit for your kingdom in orchards and grapes for wine in vineyards.
Costs and Benefit: It costs 6 BP to plant an orchard. Each orchard increases your economy modifier by
+1. On a hex with a special fruit or berry resource, the orchard additionally generates automatic income
of 1 BP.
Prerequisites: Orchards can only be planted in hexes with a road or river.
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 kingdom with stone.
Costs and Benefits: It costs 8 BP to build a quarry. Each quarry gives you a 1 BP discount for any single
stone-based development or building per month. A development can be up to halved in cost this way
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 Knowledge (Engineering) 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.
Peat Cutting*
You can cut peat in swamps to supply your kingdom with fuel.
Costs and Benefit: It costs 9 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 Knowledge (Nature) or
Profession (Miner) to determine whether it is suitable for a peat cutting. Only about 10 percent of the
swamp hexes in the Stolen Lands are suitable.
Road
You can build roads to speed communications throughout the kingdom, improving its economy and
stability.
Costs and Benefits: It costs 1 BP to build a road though a plains or hex. This cost increases to 2 BP in
forests, 3 BP in hills and to 4 BP in swamps and mountains. If the road crosses a river, a bridge must be
builtthis doubles the road's cost unless there is already a bridge in the hex. For every 4 road hexes your
kingdom controls, the economy modifier increases by +1. For every 8 road hexes your kingdom 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 kingdom (as per normal Pathfinder rules).
Town
Towns can host a variety of improvements that make your kingdom more sophisticated and effective.
Your kingdom 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.
Watchtower (Q)
A sturdy structure that serves as a guard post and lookout for danger.
Costs and Benefits: It costs 12 BP to build a watchtower. A watchtower gives stability modifier +1.
Special: If attacked, watchtowers have a defense modifier of +2. If a town is built in a hex with a
watchtower, the town automatically gains a guard tower (and the watchtower is removed).
Kingdom Stability: +1
Special: Defense: +1
Special: +2 bonus to Stability checks against Monster Attacks involving flying creatures
A specialized tower suitable for raising and training hunting and message birds as well as
stabling flying mounts.
Alchemist 16 BP, 1 Lot, Town, Pop 10
Kingdom Loyalty +1
Limit: Adjacent to a Waterway or water border. This requirement can be ignored by
doubling the construction cost of the Baths.
Settlement Society +1, Economy +1
A public building for bathing, often with hot running water and mineral soaks,
sometimes heated by furnaces and other times by natural hot springs.
Black Market 36 BP, 1 Lot, City, Pop 20
Kingdom Loyalty +1
A building for beer brewing, winemaking, or some similar use.
Bridge 6 BP, 1 Lot (Q) (W) Town
A large warren of offices for clerks and record-keepers working for a guild or
government.
Caster's Tower 24 BP, 1 Lot (Q) (W) Town, Pop 10
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.
A specialized furnace building primarily used for burning the dead into ash, though also
used for incineration of refuse.
Dance Hall 20 BP, 1 Lot Village, Pop 30
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 8 BP, 1 Lot ,Town, Pop 10
Kingdom Economy +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, City, Pop 100
Kingdom 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 (Q) ,Town, Pop 200
Kingdom Loyalty +1
Kingdom Loyalty +1
A plot of land to honor and bury the dead.
Guildhall 34 BP, 2 Lots ,Town, Pop 100
Kingdom Loyalty +1
Limit Adjacent to 1 House
Magic Items 1 minor potion or wondrous item
The workshop and home of a gardener, healer, or poisoner.
Kingdom Loyalty +1
Upgrade to Academy
Settlement Lore +1
A large building containing an archive of books.
Lighthouse 24 bp, 1 lot (Q) (W) ,Town, Pop 10
Kingdom Economy +1
Limit Adjacent to 1 House
Upgrade to Magic Shop; Upgrade From Shop
Kingdom Economy +2
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,City, Pop 50
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 (W) ,Village, Pop 30
Kingdom Loyalty +1
Upgrade to Noble Villa
Kingdom Economy +6
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 24 BP, 4 Lots,City, Pop 100
Kingdom Economy +1
Kingdom Loyalty +2
Settlement Law +1, Lore +1
A cloister for meditation, study, and the pursuit of various other scholarly paths.
Monument 8 BP, 1 Lot (Q) , Village
Kingdom Loyalty +1, Fame +1 (if depicting something significant to the kingdom)
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 Town, Pop 20
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 (W) Town, Pop 50
Kingdom Loyalty +1
Magic Items 1 minor scroll or wondrous item
Settlement Lore +2
A dome or tower with optical devices for viewing the heavens.
Orphanage 10 BP, 1 Lot, City, Pop 50
Kingdom Economy +1
Limit Adjacent to 1 House or Mansion
Upgrade to Luxury Store, Market
Special Base value +1000 gp
Settlement Productivity +1
A general store.
Shrine 10 BP, 1 Lot (W) Village, Pop 10
Kingdom Economy +1
The workshop of an armorsmith, blacksmith, weaponsmith, or other craftsman who
works with metal.
Stable 14 BP, 1 Lot (W) , Village, Pop 10
Kingdom Economy +1
Limit Cannot be adjacent to House, Mansion, Noble Villa, or Tenement
Settlement Society 1
A structure that prepares hides and leather.
Tavern 14 BP, 1 Lot (W) Village, Pop 20
Kingdom Unrest +1
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 28 BP, 2 Lots Town, Pop 100
Kingdom Economy +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.
Tunnels 8 bp
Kingdom: Economy +1
Kingdom: Economy +1
Limit: Adjacent to a water border or a Guildhall, Market,
Pier, Trade Shop, or Waterfront
Settlement: Productivity +1
Special: A Guildhall or Waterfront provides a discount on constructing a Warehouse.
A cavernous structure or cluster of buildings for storage and transfer of trade goods.
Watchtower 12 BP, 1 Lot (Q) Village, Pop 20
Watergate 2 BP Town
Kingdom Economy +8
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 3 minor wondrous items, 2 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, 12 Lots, Town