Kingdom Building Guide

I’ve tried to capitalise all “protected” words to make it clear when I’m being colorful and when I’m describing a mechanic.
* Alignment refers to your kingdom’s alignment, or a settlement’s alignment. It works the same as a character’s alignment, and confers some small bonuses. A typical citizen is assumed to be of the same alignment.
* Build Points: (BP) are an abstracted measure of your kingdom’s resources—equipment, labor, money, and so on. They’re used to acquire new hexes and develop additional buildings, settlements, and terrain improvements. Your kingdom also consumes BP to maintain itself. Each BP is roughly worth 4,000gp.
* Consumption indicates how many BP are required to keep the kingdom functioning each month. Your kingdom’s Consumption is equal to its Size, modified by settlements and terrain improvements (such as Farms and Fisheries). Consumption can never go below 0.
* The Control DC is 20+Kingdom Size+Number of Districts+Modifiers.
* Economy is the measure of your kingdom's ability to adequately generate and spend funds. Your base economy is 0 + Alignment + Modifiers
* Fame and Infamy are a more nebulous measure of how famous you are. High values are needed to trigger certain events.
* A Hex is 12 miles (19.3 kilometers) across, with an area of 93.53 square miles.
* A Kingdom Check is a Loyalty, Economy, or Stability Check. These start at 0, and are modified by many things, including leadership roles, and penalized by Unrest. You cannot take 10 or 20 on these checks, natural 1s always fail and natural 20s always succeed.
* Modifiers apply to settlements. These include Crime, Law, Lore, Danger, Corruption, etc, and use the base rules here: http://www.d20pfsrd.com/gamemastering/other-rules/settlements/
* Loyalty: Loyalty refers to the sense of goodwill among your people, their ability to live peaceably together even in times of crisis, and to fight for one another when needed. Your kingdom’s initial Loyalty is 0 plus your kingdom’s alignment and any modifiers from your kingdom’s leadership role.
* Stability: Stability refers to the physical and social well-being of the kingdom, from the health and security of its citizenry to the vitality of its natural resources and its ability to maximize their use. Your kingdom’s initial Stability is 0 plus your kingdom’s alignment and leadership modifiers.
* Treasury: The Treasury is the amount of BP your kingdom has saved and can spend on activities (much in the same way that your character has gold and other valuables you can spend on gear). Your Treasury can fall below 0 (meaning your kingdom’s costs exceed its savings and it is operating in debt), but this increases Unrest
* Turn: A kingdom turn spans 1 month of game time. You make your kingdom checks and other decisions about running your kingdom at the end of each month.
* Unrest: How badly your kingdom is going. At 11 you start losing control of your kingdom, at 20 your kingdom fails totally.
== Founding A Nation ==
You should probably get on this, at some point
=== Step 1: Choose you Kingdom’s Alignment ===
When you decide on your kingdom’s alignment, apply the following adjustments to the kingdom’s statistics:
* Chaotic: +2 Loyalty
* Evil: +2 Economy
* Good: +2 Loyalty;
* Lawful: +2 Economy
* Neutral: Stability +2 (apply this twice if the kingdom’s alignment is True Neutral)
=== Step 2: Choose your form of government ===
This is probably going to be a Monarchy of some sort, but who knows! You could have your people vote, or vote amongst yourselves, or pick a particular person as a dictator and make them decide everything.
=== Step 3: Choose leadership roles. ===
In theory you’re meant to do this at the start, in practice you only need to fill a role as it comes up. However, filling roles gives you a lot of bonuses, so it’s worth doing, even if it’s just temporary. Many hands make light work and all that.
=== Step 4: Start your treasury ===
Add up all your wealth, and find somewhere to put it. This gives you your starting Build Points. 
Sidenote: There’s no need to specifically transport your BP to build sites, that’s factored in as part of the cost. 
=== Step 5: Work out your starting kingdom attributes ===
This would be your Economy, Loyalty, and Stability. These each have a base of 0, with bonuses from the buildings in your settlements, terrain improvements, and nobles. 
== Founding A Settlement ==
=== Step 1: Acquire Funds ===
Hopefully you’ve done this already. At least cast an eye over the treasury. See how things are goin’.
=== Step 2: Explore and clear the hex. ===
Hopefully you’ve done this as well, if you’re planning on building there. This could include a water or underground hex.
=== Step 3: Claim the hex as yours ===
Spend 1 BP to claim a hex. This represents setting up some basic infrastructure such as clearing some paths, making some roads, hiring/paying patrols, setting up a tent city, all that good stuff. This adds the hex to your kingdom, or establishes your kingdom.
==== Sidebar: Claiming Water and Islands ====
When you claim a hex that contains part of an ocean or lake, your claim includes the water portion of that hex.
In effect, your kingdom automatically controls a small portion of the waters adjacent to its coastline. Because any new hex you claim must be adjacent to an existing hex in your kingdom, if you want to claim land beyond that water (such as an island), you must first explore and claim the intervening deep water hexes. 
Your exploration only applies to the water’s surface—you are searching for uncharted islands, dangerous reefs, and so on. Treat the underwater portion of a hex as a separate hex, much like a network of large caves under a hex may count as its own hex, allowing a village of merfolk or sahuagin to thrive in your kingdom without your knowledge.
=== Step 4: Prepare the site for construction ===
To build a settlement you need a few more things. You might need to clear trees, move boulders, dig sanitation trenches, and so on.
This takes some time and money, as outlined in the table below:
Terrain
Preparation Time (Months)
Preparation Cost (BP)
Cavern
3
8
Desert
2
1
Forest
2
2
Hills
1
2
Jungle
4
12
Marsh/Slough
3
8
Mountains
4
12
Plains
0
1
Water
0
0
Step 5: Decide your placement
If the hex contains a major river/lake/ocean, you can opt to have 1 or more of the sides of your city to border water. This is generally a good thing, as it means you can build some special buildings, plus you gain access to water trade, fishing, etc.
In addition, at the GM’s discretion you may designate any number of lots within your city to contain natural waterways, whether still water ponds or lakes or flowing rivers or canals running through the city. Any waterways that are not designated at the time of the district’s creation must be constructed later
Step 6: Actually Build Something
You can build 1 building, as well as a second building from the following list:
House
Tenement
Noble Villa
Mansion
Recommended first buildings include an Inn, Shrine, Monastery, or Watchtower.
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Settlements
Size: 
A newly founded city is a Village, which consists of 1 city square (4 lots). They typically have a population less than 200
When a settlement is founded, it begins its existence as a village, a small group of buildings situated around some appealing natural feature or existing trade-way.
Villages may grow slowly, serving as the focus of social and commercial life in rural areas, though they can grow rapidly if your rulers wish.
Villages the grow beyond their initial square evolve into towns. Towns occupy up to 4 city squares (16 lots) and have a populations of 2,000-5,000
Villages growing beyond their initial square evolve into towns as business increases and more settlers move to avail themselves of greater opportunities for work, trade, and access to services. Single-family dwellings may soon be
outnumbered by crowded apartments built over the top of inns, workshops, or other businesses.
Towns consist of 9 city square (36 lots) and have populations above 5,000
Towns whose prosperity allows them to continue expanding grow into true cities, sprawling tangles of streets and buildings where lavish culture walks hand in hand with crime and corruption, balancing industry with education and trade with the lingering vestiges of provincial traditions.
Sharing The Site: A hex is nearly 100 square miles, and there is more than enough room in a hex for an improvement and a city.
Base Settlement Statistics: The default statistics for settlements are as follows:
Village
Size: 1 square (1-4 lots)
Population: Buildings contain half the listed population
Consumption: 1 BP per 2 villages (rounded down)
City Attributes: -2 (-10 Danger)
Base Value: 100 gp (maximum 1,000 gp)
Magic Items: 1d3-1 minor
Town
Size: 2-4 squares (5-16 lots)
Population: Buildings contain the listed population
Consumption: 1 BP per town
City Attributes: +0
Base Value: 500 gp (maximum 4,000 gp)
Magic Items: 1d4-1 medium, 1d3-1 medium
City
Size: 5+ squares (17-36 lots)
Population: Buildings contain double the listed population
Consumption: 2 BP per city
City Attributes: +1 (+5 Danger)
Base Value: 1,000 gp (maximum 8,000 gp)
Magic Items: 1d6-1 medium, 1d4-1 medium, 1d3-1 major
City Attributes: Attributes: The settlement characteristics of Corruption, Crime, Law, Lore, Productivity, and Society are modified as listed depending on the size of the settlement; all settlement characteristics are lower in a small village but intensified the larger a city grows. Danger modifies any die rolls made to determine random encounters or random kingdom events that would occur in the city.
Base Value: This number is the price limit below which items that can be assumed to be readily available for purchase
(75% likely to be available, rechecking after one month if item is found to be unavailable) in a city, town, or village, up to the maximum listed for each settlement size.
Magic Items: The number and general strength of magical items that can be found for sale in a settlement of this size in
a given month. Certain buildings can add to these totals. The price of these items may exceed the base gp limit. Items unsold each month may disappear (sold to or stolen by unknown parties), remain available, or be replaced by new items.
Exotic Settlements
Constructing an exotic settlement is more challenging than building a normal city. Preparing a city site prepares only a
single square of 4 lots, representing the first cluster of barges for a Barge City or terraces for a Cliff Dwelling or caves and
corridors for a Cavern City and so on. Adding a new square of 4 lots to enable buildings to be built requires 1 month of work
and costs 2 BP (4 BP for an underwater city); this counts as constructing a building for the purpose of the number allowed
by your Improvement Edicts. Once a square is prepared, you may construct buildings in it normally, subject to the special
rules for each type of settlement. 
Barge City
A barge city is made of floats, ships, and barges lashed together. Barge cities may be transient, drifting through vast
marshes or shallow seas, with buildings coming and going constantly causing the city to grow and shrink with seasonal
migrations of seafaring folk. The sampan cities of old Hong Kong, Macao, and Shanghai are good examples, as are the
villages and towns of migratory bargefolk that appear in some fantasy worlds.
Terrain: Coastline, Marsh, Water
Borders: All water borders.
Limit: First building must be Pier. Buildings are much less structurally sound
Settlement: Corruption +1, Crime +1, Law -1, Productivity -1, Society +2
Banned Buildings: Brickyard, Tunnels, City Walls, Dump, Foundry, Graveyard, Lumberyard, Mill, Moat, Park, Paved Streets, Sacred Grove, Sewer System, Stable, Stockyard, Tannery
Free Buildings: Bridges and Waterways cost nothing to construct.
Causeway City
A causeway city is built up on pilings, piers, long bridges, and small islets, either natural or artificial, and is typically crisscrossed
with canals. The city is linked to the mainland by a long causeway that crosses a marsh or open water. The city of Venice or the
ancient city of Tyre are good examples of causeway cities. 
Terrain: Coastline, Marsh
Borders: All water borders.
Limit: First building must be a Bridge placed in a lot adjacent to one of the city’s borders (this space automatically contains a Waterway).
Settlement: Law +1, Society +1
Banned Buildings: Dump, Lumberyard, Moat, Park, Sacred Grove, Sewer System, Stockyard 
Free Buildings: A causeway city gains one free Moat as a village, gaining one additional free Moat once it becomes a town, another on becoming a city, and another for each city district it adds. No additional Moats can be built. Waterways cost nothing to construct.
Cavern City
A cavern city is one built underground. Common among dwarves, drow, and similar deep dwellers, surface kingdoms can establish cavern cites as well. In some cases they resemble cities on the surface, constructed within massive vaulted caverns, often surrounded by fungus farms or smaller satellite quarries or mines. Other cavern cities, however, are simply interconnected cave complexes, wherein each city lot comprises its own warren of caves and chambers, linked by tunnels and passages to adjacent parts of the city. Some cavern cities are lit by veins of crystal or luminescent fungi, others by magical lamps, and some by simple torches and lamps, while those inhabited entirely by dark-dwelling races may have little use for lights at all.
Terrain: Cavern
Borders: No water borders.
Limit: Cavern cities have no streets or alleys and all buildings are considered impassable buildings. They can be entered from adjacent buildings, but can only be exited back into the building lot from which a creature came. One set of Tunnels must be built for each square of 4 lots to build the tunnels that allow passage through and around those lots. 
Settlement: Corruption +1, Society +1, Danger +5
Banned Buildings: Aerie, Castle, City Walls, Lighthouse, Lumberyard, Observatory, Park, Piers, Sacred Grove, Stable, Stockyard, Tannery, Waterfront, Watergate, Waterway (allowed in city, but not village or town), Windmill
Free Buildings: A cavern city gains one free City Wall as a village, gaining one additional free City Wall once it becomes a town, and another on becoming a city, and another for each city district it adds. No additional City Walls can be built.
Cliff Dwelling
A cliff dwelling is built onto and within a cliff, sometimes either an open cliff face, rift valley, or canyon wall, or beneath a natural undercut. Anasazi cliff dwellings like those at Mesa Verde are excellent examples, as are the ruins of Petra in Jordan, or any number of fantasy canyon cities.
Terrain: Desert, Hill, Mountain
Borders: No water borders.
Settlement: Law +1, Society -1, Defense +2 (attackers with a burrow, climb, or fly speed ignore this bonus; ranged attacks halve it to +1)
Banned Buildings: Lumberyard, Park, Piers, Stable, Stockyard, Tannery, Waterfront, Watergate, Waterway (allowed in city, but not village or town)
Treetop City
A treetop city is built on wooden platforms and frames built into and spanning between massive forest giants. A handful of buildings may cluster around the foot of the trees, but most of the city is raised far off the ground. Treetop cities are popular among elves who enjoy conforming to sterotypes, but they also offer solace to other humanoid races seeking shelter and peace.
Terrain: Forest, Jungle
Borders: No water borders.
Limit: Buildings are much less structurally sound
Settlement: Law +1, Lore +1, Society -1, Fame +1, Defense+4 (creatures with a climb or fly speed ignore this bonus; ranged attacks halve this bonus to +2)
Banned Buildings: Brickyard, Castle, Tunnels, Cistern, City Walls, Crematorium, Dump, Foundry, Graveyard, Lighthouse, Mill, Moat, Paved Streets, Sewer System, Stable, Stockyard, Tannery, Tenement, Waterfront, Watergate, Waterway
Underwater City
An underwater city is built beneath the waves, usually as a home to aquatic races, though surface kingdoms can build underwater cities if they wish. Underwater cities may be carved into natural underwater caves and clefts or may be built up into and upon reefs and rocks in elaborate spires and nacreous domes.
Terrain Coastline, Marsh, Water
Borders All water borders.
Kingdom Turn Order
Each Kingdom Turn is made up of 4 phases, and takes place over 1 month.
Briefly, these are:
Upkeep: Check your stability, pay costs, and deal with Unrest. If you control 0 hexes, skip this phase.
Edict: Make your proclamations! Set each of your edicts.
Income: Collect taxes to boost your treasury, convert gp/loot into BP, or withdraw gp.
Event: The fun one. What happens this month? Is it a plague? I bet it’s a plague.
Upkeep Phase
During this phase, you adjust your kingdom attributes based on what happened last month, how happy/taxed the people are, etc.
Step 1: Determine Kingdom Stability
Attempt a Stability check. If you succeed, unrest decreases by 1 as people calm down. If Unrest is already at 0, add 1 to your BP as already calm citizens work a little harder.
If you fail by 4 or less, Unrest increases by 1,as you are unable to keep the populace calm.
If you fail by 5 or more, Unrest increases by 1d4 as people begin to seriously worry
Step 2: Pay Consumption
Subtract your Consumption from your Treasury (i.e. BP). If your treasury is negative after paying Consumption, Unrest increases by 2.
Step 3: Fill Vacant Magic Item Slots
This is up to the GM to do, but under some circumstances you can request the slots are filled with specific items.
Step 4: Modify Unrest
Sounds ominous, and it is! First, gain 1 unrest for each negative attribute (i.e. Economy, Loyalty, or Stability).
The Royal Enforcer can attempt to reduce Unrest at this point.
If Unrest is 11 or higher, you lose control of 1 hex.
If Unrest hits 20, your kingdom falls into anarchy, and has essentially disbanded.
Example from Ultimate Campaign: Jessica is the Ruler of a kingdom with a Size of 30 and a Control DC of 60. Based on leadership role bonuses, kingdom alignment bonuses, and buildings in her settlements, the kingdom’s Economy is 52, its Loyalty is 45, and its Stability is 56. Its Unrest is currently 5, its Consumption is 5, and the Treasury has 12 BP. 
In Step 1 of the Upkeep phase, Adam, the Warden, attempts a Stability check to determine the kingdom’s stability. Adam rolls a 19,
adds the kingdom’s Stability (56), and subtracts its Unrest (5), for a total of 70; that’s a success, so Unrest decreases
by 1. 
In Step 2, the kingdom pays 5 BP for Consumption. None of the kingdom’s magic item slots are empty, so they skip Step 3. 
In Step 4, none of the attributes are negative, so Unrest doesn’t increase. Mark, the Royal Enforcer, doesn’t want to risk reducing the kingdom’s Loyalty, so he doesn’t use his leadership role to reduce Unrest. At the end of this phase, the kingdom has Economy 52, Loyalty 45, Stability 56, Unrest 4, Consumption 5, and Treasury 7 BP.
GM’s Note: For such a big kingdom, you’re fucking broke Queen Jess. Get your shit together.
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Edict Phase
Time to proclaim!
Step 1: Assign Leadership
Appoint PCs or NPCs to empty roles, or change roles.
Step 2: Claim and Abandon Hexes
This is how you grow your kingdom!
You can only claim a hex that’s adjacent to another of your hexes. You can only claim a hex that has been explored and cleared of hazards/monsters.
Spend 1 BP to claim a hex, this establishes it as part of your kingdom, expands patrol routes, marks out some basic roads, etc.
You can only claim as many hexes as your expansion edict allows.
You can abandon any number of hexes, but this increases unrest by 1 (4 if the hex had a settlement in it).
Step 3: Build Terrain Improvements
You may spend BP to build terrain improvements like Farms, Forts, Mines, etc.
You can also use this step to prepare a hex for constructing a settlement.
Your improvement edict sets how many improvements you can build per turn.
Step 4: Create and Improve Settlements
During this phase you may create a new settlement in a prepared hex. The improvement Edict sets how many times you can do this per turn.
You may create or upgrade a building in a settlement. Once again, the improvement edict lets you know how many times you can do this. Note the edict sets buildings per turn, not per settlement (i.e. if your Improvement Edict lets you build 1 building, and have 3 settlements, you can’t build 1 building in each, only 1 overall).
Upgrading a building counts as building. 
The first House, Mansion, Noble Villa, or Tenement you build each turn does not count against this limit.
Buildings whose construction started in previous turns also complete in this phase.
Step 5: Create or upgrade Army units
This is TBD as I work out how army/mass combat’s working.
Step 6: Adjust Edicts
You can adjust the edicts you’ve set earlier, in light of everything that’s happened up til now.
Example of play from Ultimate Campaign: Example: Jessica’s kingdom has no vacant leadership roles, so nothing happens in Step 1. The leaders don’t want to spend BP and increase Size right now, so in Step 2 they don’t claim any hexes. 
In Step 3, the leaders construct a Farm in one of the kingdom’s prepared hexes (Consumption –2, Treasury –2 BP). In Steps 5 and 6, the leaders continue to be frugal and do not construct settlement improvements or create armies. 
In Step 7, the leaders issue a Holiday edict of one national holiday (Loyalty +1, Consumption +1) and set the Promotion edict level to “none” (Stability –1, Consumption +0). Looking ahead to the Income phase, Jessica realizes that an average roll for her Economy check would be a failure (10 on the 1d20
+ 52 Economy – 4 Unrest = 58, less than the Control DC of 60), which means there’s a good chance the kingdom won’t generate any BP this turn. She decides to set the Taxation edict to “heavy” (Economy +3, Loyalty –4). 
At the end of this phase, the kingdom has Economy 55, Loyalty 42, Stability 55, Unrest 4, Consumption 4, and Treasury 5 BP.
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Income Phase
*dragon cry*
Step 1: Make Withdrawals from the Treasury
You can withdraw money from the kingdom for your own personal use, but this understandably upsets people. You can withdraw as much BP as you like (at a conversion rate of 1 BP = 2,000gp), but Unrest increases by 1 for each BP withdrawn in this way, and the penalty may get worse if you keep doing this.
Step 2: Make Deposits to the Treasury
You can donate your personal funds (in the form of GP or trade goods) directly to the treasury.
You receive 1 BP for each 4,000gp donated.
Step 3: Sell Expensive Items for BP
You can attempt sell expensive items (that is, items worth more than 4,000gp) for BP.
You may attempt to sell 1 item per district per turn.
The item cannot cost more than the settlement’s Base Value
This may require a check if the item is rare or esoteric enough. You can’t use this to sell items that settlement’s produced (i.e. things in their item slots).
Step 4: Collect Taxes
Fucking finally
Attempt an Economy check, and divide the result by 3 (or whatever the divisor is on the Tax Edict). Add a number of BP to your treasury equal to the result.
Example from Ultimate Campaign: Jessica and the other leaders need to keep BP
in the kingdom for future plans, so they skip Step 1 of the Income phase. They are worried that they won’t collect enough taxes this turn, so just in case, in Step 2 they deposit 8,000 gp worth of coins, gems, and small magic items (Treasury +2 BP). The leaders aren’t selling any expensive items, so nothing happens in Step 3. 
In Step 4, Rob, the Treasurer, rolls the Economy check to collect taxes. Rob rolls a 9 on the 1d20, adds the kingdom’s Economy score (55), and subtracts Unrest (4) for a total of 60, which means the kingdom adds 20 BP (the Economy check result of 60,
 divided by 3) to the Treasury. At the end of this phase, the kingdom has Economy 55, Loyalty 42, Stability 55, Unrest 4, Consumption 4, and Treasury 27 BP.
Event Phase
This is where Things Actually Happen.
There’s random events (weather, monster attacks, good harvests, etc). Random events can affect the kingdom, a settlement, or a hex.
There’s also the actual story, which happens in this phase too. Fancy Parties! Assassination Attempts (on both ends of the knife)! Maybe Kruin will come to visit, if you’re really unlucky.
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Terrain Improvements
Terrain improvements are changes to a hex that improve the land for your kingdom’s use, such as cultivating fields, digging mines, and clearing forests for lumber. Improvements marked with a * can share the same hex as other improvements or settlements.
Terrain: This indicated what kind of terrain you can build the improvement in
Effect: You know, what effect is has.
Cost: The cost in BP
If an improvement can be upgraded into a different improvement, you need only pay the difference in cost. Once the improvement is complete, you lose the benefits of the old improvement but gain the benefits of the new one.
Farm & Road cost:
Terrain
Farm Cost
Road Cost
Cavern
-
4
Desert
8
4
Forest
-
2
Hills
4
3
Jungle
-
4
Marsh/Slough
-
4
Mountains
-
4
Plains
2
1
Water
-
-
Aqueduct*
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: Loyalty+1, Stability +1, allows settlement to build water-dependent buildings.
Cost: As a Road (See table), except the cost is not doubled for hexes with rivers.
Bridge*
A Bridge allows your Road hexes to cross rivers.
Cost: When you build a Road in a hex that contains a river, the doubled cost of the Road includes the cost of bridges needed to cross the river. You don’t need to build a Bridge as a separate unit; it’s listed here for reference only.
Canal*
A Canal is an artificial waterway that allows barge traffic to haul heavy commodities.
Terrain: Desert, hill, or plain.
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)
Farm*
A Farm helps feed your kingdom.
Terrain: Desert (requires canal, coastline, or river), hill, or plain.
Effect: Consumption decreases by 2 BP.
Cost: See table
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*
A Fort is a walled encampment for military forces outside a settlement. You can upgrade a Watchtower to a Fort (Unrest decreases
when you do so, just as if you had built the Fort from scratch).
Terrain: Any land.
Effect: Stability +2, Defense +4, increase Consumption by 1 BP; Unrest decreases by 1 when completed. If this hex becomes a settlement, this improvement counts as one Barracks and one Stables building.
Cost: 24 BP.
Highway*
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 gain the effects of 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
Cost: Twice the cost of a Road (see Table).
Mine
A Mine extracts metal, coal, salt, or other useful materials from the earth.
Terrain: Cavern, desert, hill, or mountain.
Effect: Economy +1, earn +1 BP per turn when collecting taxes during the Income phase.
Cost: 6 BP.
Quarry
A Quarry extracts workable stone from the ground.
Terrain: Cavern, hill, or mountain.
Effect: Stability +1, earn +1 BP per turn when collecting taxes during the Income phase.
Cost: 6 BP.
Road*
A Road speeds travel through your kingdom and promotes trade. You can upgrade a Road to a Highway.
Terrain: Any land.
Effect: Economy +1 for every 4 hexes of Road, Stability +1 for every 8 hexes of Road; improves overland travel speed.
Cost: See table
Sawmill
A sawmill centralizes the activities of loggers and turns trees into lumber for use in building and crafting.
Terrain: Forest or jungle.
Effect: Stability +1, earn +1 BP per turn when collecting taxes during the Income phase.
Cost: 3 BP.
Watchtower*
A Watchtower flies your flag, is a safe place for your patrols, and establishes your power on the frontier. A Watchtower
cannot share a hex with a Fort or another Watchtower.
Terrain: Any land.
Effect: Stability +1, Defense +2; Unrest decreases by 1 when completed. If this hex becomes a settlement, this
improvement counts as a Watchtower building.
Cost: 12 BP.
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Special Terrain
Some hexes contain features or resources that impact a kingdom’s Economy, Loyalty, Stability, and other game
statistics. These terrain resources may modify terrain improvements or cities, and cannot be built.
Bridge: The hex contains an existing Bridge over a waterway. If you build a Road in this hex, you do not have
to double the cost of the Road.
Building: The hex contains an abandoned building in good repair (type determined by the GM). If you establish
a settlement at the building’s location in the hex, you can incorporate the building into the settlement at no cost (this
does not count toward your building limit for that turn).
Free City: A Free City is a settlement that is not part of any established kingdom. Claiming a hex with a Free City is
an excellent way to add a fully functional settlement to your kingdom. In order to claim a Free City hex peacefully, you
must succeed at a Stability check, as well as negotiate with the city’s leadership and populous. Failure indicates radicals
and upstarts in the settlement and Unrest increases by 1d4.
Lair: A Lair is usually a cave network or a large, defensible area that can be used as a defensive fallback point, a storage location, or
even a guardpost or prison. If you claim a hex with a Lair, Stability increases by 1. If you construct a Fort or Watchtower
over a Lair, its Defense increases by 1.
Landmark: A Landmark is a site of great pride, mystery, and wonder, such as an outcropping in the shape of a human face, a smoking volcano, or a lake with an unusual color or unique properties (Alex Note: These examples are from the book. What the hell?). The Landmark bolsters your kingdom’s morale. If you claim a hex with a Landmark, Loyalty increases by 1. If the hex also has a Road or Highway, Loyalty increases by an additional 1.
Resource: A Resource is a ready supply of some kind of valuable commodity that offers a great economic boon to your kingdom, such as exotic lumber, precious metal, gems, rare herbs, incense, silk, ivory, furs, salt, dyes, and the like. If you claim a hex with a Resource, Economy increases by 1. If you construct a Mine, Quarry, or Sawmill in a hex with a Resource, all of its benefits increase by 1. If you construct a Farm or Fishery in a hex with a Resource, those improvements decrease Consumption by an additional 1 BP.
River: A River allows water travel through your kingdom, facilitating trade and allowing irrigation. Economy increases by 1 for every 4 River hexes claimed, and Stability increases by 1 for every 8 such hexes claimed.
Ruin: A Ruin is a partially destroyed building. If you claim a hex containing a Ruin and build a settlement at the Ruin’s location, you can use the Ruin as the basis of an appropriate type of building (as determined by the GM), reducing the cost of that building by half. Alternatively, you can salvage building materials from the Ruin, reducing the cost of 1 building in that hex by 1d4 BP. 
Buildings
You improve settlements by constructing buildings, which provide bonuses to the kingdom in general and the settlement in particular. There’s cool building tiles to stick on the district grid, and I’ll make sure those are digitally available.. Some buildings also intersect
with the mass combat rules, notably with fortifications and reserve armies so these may be subject to change.
Demolition: If a lot has a building, you can clear it for new construction. Doing so costs 1 BP. You may construct a building on a lot the same turn you demolish the old building there. You do not regain BP for a demolished building (but see Rebuilding, below).
Destroyed Lots: If an event or a pillaging army destroys 1 or more lots, the devastation causes Unrest to increase by 1 per lot destroyed.
Rebuilding: If you rebuild the same type of building on a destroyed lot, the cost is halved, as you can reuse some of the materials for the same purpose. If you rebuild a different type of building on that lot, reduce the cost of the new building by 1/4 the cost of the old building (minimum 1 BP). If you build smaller buildings on top of a site that held a multi-lot building, split the discount evenly over the new buildings.
For example, if you demolish an Academy and construct a Mansion and a Luxury Store on top of those lots, each building gets a 6 BP discount (1/4 of 52 BP is 13, divided evenly between the two).
Building Descriptions
Buildings are described in the following format.
Building Name: The type of buildings contained in this lot. In most cases, each lot represents numerous buildings
of that type, rather than a single edifice. 
Cost: The cost in BP to construct the building. 
Lots: How many lots the building fills.
Kingdom: Building modifiers to Economy, Loyalty, and Stability stack, affect your entire kingdom, and are ongoing from turn to turn. Modifiers to Unrest occur once when the building is completed. This category also lists any bonuses to Fame (a more nebulous mechanic) from having the building.
Discount: Some buildings halve the cost of constructing a related type of building in the same settlement. This cost reduction applies only to the first constructed building of the types listed in this line. For example, an Academy halves the cost of your next Library in that settlement; if you build a second Library in that settlement, you pay the normal cost for it. If 2 buildings give the same discount, only one discount applies per new building, but you may construct 2 buildings at the discounted cost. For example, Market and Theater both halve the cost of an Inn; if your settlement has a Market and a Theater, you may construct 2 Inns at half cost (the Market discounts one, and the Theater discounts the other).
Limit: This lists limitations on the number of buildings of this type, special requirements for adjacent buildings, or prohibitions against certain buildings being adjacent. For most buildings, you can construct as many of them as you want in a settlement, but some are limited in the number that can be built per settlement or district. For example, you can only construct 1 Arena per settlement.
Some buildings require that you construct them adjacent to at least 1 or 2 of a specific kind of building or feature of the settlement. 
For example, a Shop or Tavern must be adjacent to a House or Mansion. The required adjacent building can only count toward 1 
building that requires it. For example, if you have a House and a Shop, that House can’t be used to meet the requirement for another Shop or a Tavern; you have to construct a new House and use it to meet the requirement of the new Shop or Tavern.
Some buildings cannot be adjacent to certain buildings. For example, you can’t construct a Tannery next to a House, Mansion, Noble Villa, or Tenement. If you want to use a lot for this type of building, you must demolish all prohibited adjacent structures first (see Demolition)
Upgrade To/From: Some buildings can be converted into a more advanced form of the existing building, such as converting a Shrine into a Temple. To upgrade a building, pay the BP cost difference between the current building and the new building. Remove the modifiers from the old building and apply the modifiers from the new building. Upgrading counts as constructing a building for the purpose of the maximum number of buildings you can construct on your turn. You can’t upgrade a building to a larger one if there isn’t space in the District Grid for the building’s new size. 
Special: This lists any other effect the building has, such as increasing Defense, the settlement’s base value, or the output of a nearby Mine.
Magic Items: This lists any magic item slot the building creates, which may be filled in the Upkeep phase (see Magic Items in Settlements on page 213). If a building lists multiple options within a category (such as “1 minor potion or wondrous item”), it has an equal chance for each option.
Settlement: This lists settlement modifiers from page 205 of the Pathfinder RPG GameMastery Guide that affect specific skills within the settlement. These modifiers are ongoing from turn to turn, but apply only to skill checks within that settlement (not other settlements in the hex or anywhere else in your kingdom). Note that the GameMastery Guide also uses a settlement statistic called Economy; to avoid confusion with the Economy kingdom score, this guide renames the Economy settlement statistic “Productivity.”
ACADEMY 52 BP, 2 LOTS
Kingdom Economy +2, Loyalty +2
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
Settlement Lore +2, Productivity +1, Society +2; increase Lore bonus by 2 for questions relating to one Knowledge or Profession skill
An institution of higher learning.
AERIE 18 BP, 1 Lot
Kingdom Stability: +2, Unrest -1
Special Defense: +1 (+2 in hills (with a river or coastline) or mountains)
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 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 Hideout, Garrison, Inn, Stable, Theater
Limit 1 per settlement
Upgrade From Theater
Settlement Crime +1
A large public structure for competitions and team sports.
ASSEMBLY 30 BP, 2 Lots
Kingdom Economy: +2, Stability +1, Fame +1
Limit: 1 per city
Settlement Corruption: +1, Law +1, Society +2
Special: When you issue an Improvement Edict, you can build one additional building in a city with an Assembly or one additional terrain improvement in a hex containing that city or adjacent to it.
A conclave of representatives from all sectors of society, including representatives from guilds, religious orders, civil authorities, allowing all factions a voice in governance.
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.
BATHS 4 BP , 1 Lot
Kingdom Economy: +1, Stability +1
Limit: Adjacent to a Waterway or water border. This requirement can be ignored by doubling the construction cost of the Baths.
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 50 BP, 1 LOT
Kingdom Economy +2, Stability +1, Unrest +1
Discount Hideout
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.
BRICKYARD 16 BP, 2 Lots
Kingdom: Economy +1, Stability +1
Settlement: Productivity +1
Special: The cost to construct Quarries in the settlement’s hex or adjacent hexes is reduced to 6 BP. In addition, Quarries in those hexes generate 1 additional BP for every 2 Quarries. If a Quarry is adjacent to two settlements with Brickyards, only one Brickyard may benefit from that Quarry each kingdom turn.
An industrial center for cutting and shaping stone, grinding gravel, and firing bricks for construction.
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.
COLOSSUS 60 BP, 4 Lots
Kingdom: Economy +2, Loyalty +4, Stability +2, Fame +1, Unrest -2
Discount: Lighthouse, Monument, Observatory, Park
Limit: 1 per settlement
Settlement: Law +2
Special: When your armies in the same hex as a settlement with a Colossus, they gain a +1 bonus to Morale; if they are inside the city, they gain a +2 bonus. A Colossus can share the same space as a Lighthouse or Observatory (but not both).
A towering edifice of stone and burnished metal displays your power to the world. A Colossus may be a great statue, obelisk, tower, pyramid, mausoleum, triumphal arch, or nearly anything else; all that is required is superior craftsmanship, titanic proportions, and grandiose civic pride.
COURTHOUSE 16 BP, 1 Lot
Kingdom: Loyalty +2
Discount: Jail
Settlement: Corruption -1, Crime -1, Law +2
A hall of justice, for hearing cases and resolving disputes by the rule of law.
CREMATORIUM 4 BP, 1 Lot
Kingdom: Stability +1
Limit: Adjacent to Dump or Graveyard
Special: +2 bonus to Stability checks against Plague events or Monster Attacks involving undead
A specialized furnace building primarily used for burning the dead into ash, though also used for incineration of refuse.
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 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.
GAMBLING DEN 10 BP, 1 Lot
Kingdom: Economy +2, Unrest +1
Limit: Adjacent to 1 House
Settlement: Corruption +1, Crime +1
Special: Base value +500 gp; Infamy +1 per 3 Hideouts or Gambling Dens
Special: Each Gambling Den causes a -1 penalty to Stability checks to resist Drug Den events.
Magic Items: 1 magic item (roll d% to determine type: 01-80, minor item; 81-98, medium item; 99-100, major item)
An illicit place for games of skill and chance, wagering all manner of stakes.
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.
HANGING GARDENS 48 BP, 4 Lots
Kingdom: Economy +2, Loyalty +2, Fame +1, Unrest -2
Discount: Menagerie, Monument, Park, Sacred Grove
Limit: 1 per settlement
Settlement: Lore +1, Society +2
Special: Reduces Consumption in the city by 1
A magnificent set of urban gardens, arboretums, and conservatories for the enjoyment of the nobility and common folk alike, containing both decorative and edible plants as well as elaborate public artworks, statuary, and water features.
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.
HIDEOUT 4 BP, 1 Lot
Kingdom: Economy +1, Loyalty +1
Settlement: Corruption +1, Crime +1, Society +1; Infamy +1 per 3 Hideouts or Gambling Dens
A place where dubiously legal goods and services can be exchanged.
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.
LUMBERYARD 12 BP, 2 Lots
Kingdom: Economy +1, Stability +1
Settlement: Productivity +1
Special: The cost to construct Sawmills in the settlement’s hex or adjacent hexes is reduced to 2 BP. In addition, Sawmills in those hexes generate 1 additional BP for every 2 Sawmills. If a Sawmill is adjacent to two settlements with Lumberyards, only one Lumberyard may benefit from that Sawmill each kingdom turn.
A mill and carpentry works for producing precut logs, boards, and wood products for construction.
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. Monsterbait.
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
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.
SACRED GROVE 12 BP, 1 Lot
Kingdom: Loyalty +1, Stability +1, Unrest -1
Limit: Adjacent to Park or to city district border with no City Wall or Moat
Magic Items: 1 minor item
Settlement: Society -1
Special: +2 bonus to Stability checks against Crop Failure events or Monster Attacks involving animals, plants, or fey
Special: Each Sacred Grove provides a +1 bonus to Stability checks to resist Plague events.
A bastion of the old druidic nature religions, often centered on runic megaliths and stone circles.
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.
THEATRE 24 BP, 2 LOTS
Kingdom Economy +2, Stability +2
Discount Hideout, 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.
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.
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. 
Scandalous.
WATERWAY 3 BP, 1–2 LOTS
Special Counts as water district border for adjacent buildings
A river or canal occupying 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.�
Building Summary Table
BUILDING NAME
COST
POP
EFFECTS
TYPE
DISCOUNT
Academy
6/9
100
F+1, Eco+2, Loy+2, Lor+2, Prod+1, Soc+2, MI
Town
Aerie
6/3
10
Sta+2, Unr-1, Def+1/2
Town
Alchemist
6/3
10
Eco+1, BV+1,000, MI
Town
Arena
4/10
100
F+1, Sta+4, Cri+1
City
Dance Hall, Inn, Stables, Theatre
Assembly
5/6
50
F+1, Eco+2, Sta+1, Corr+1, Law+1, Soc+1
City
Bureau
Bank
4/7
10
Eco+4, BV+2,000
City
Bardic College
5/7
50
F+1, Eco+1, Loy+1, Sta+1, MI
City
Library, Museum, Theatre
Barracks
6/1
20
Unr-1, Def+2, Law+1
Village
Baths
4/1
20
Eco+1, Sta+1
Town
Black Market
10/5
20
Eco+2, Sta+1, Unr+1, Corr+2, Cri+2, BV+2,000, MI
City
Brewery
6/1
20
Loy+1, Sta+1
Village
Brickyard
4/4
50
Eco+1, Sta+1, Prod+1
Village
Bridge
6/1
Eco+1
Town
Bureau
5/2
20
Eco+1, Loy-1, Stab+1, Corr+1, Law+1
City
Caster’s Tower
6/5
10
Eco+1, Loy+1
Town
Castle
5/12
200
F+1, Eco+2, Loy+2, Sta+2, Unr-4, Def+8
Town
Cathedral
5/12
100
F+1, Loy+4, Sta+4, Unr-4, Law+2, MI
City
Academy, Graveyard
Cistern
6/1
Sta+1
Town
City Walls
2/1
Unr-2, Def+1
Village
Colossus
5/12
F+1, Eco+2, Loy+4, Sta+2, Unr-2, Law+2
City
Lighthouse, Monument, Observatory, Park
Courthouse
4/4
20
Loy+2, Corr-1, Cri-1, Law+2
Town
Jail
Crematorium
4/1
10
Sta+2
Town
Dance Hall
4/1
30
Eco+1, Loy+2, Unr+1, Corr+1, Cri+1
Village
Dump
4/1
10
Sta+1
Town
Everflowing Spring 
5/1
Yum
Idk
Exotic Artisan
5/2
10
Eco+1, Sta+2, MI
Town
Foreign Quarter
5/6
100
Eco+3, Sta-1, Cri+1, Lor+1, Soc+2
City
Foundry
4/4
50
Eco+1, Sta+1, Unr+1, Prod+1
Town
Smithy
Gambling Den
5/2
20
Eco+2, Unr+1, Corr+1, Cri+1, BV+500, MI
Town
Garrison
5/6
200
Loy+2, Sta+2, Unr-2
Town
Barracks, City Wall, Watchtower
Granary
5/2
Loy+1, Sta+1
Village
Graveyard
4/1
Loy+1
Village
Guildhall
6/6
100
Eco+2, Loy+2, Law+2, Prod+2, BV+1,000
Town
Trade Shop, Warehouse
Hanging Gardens
4/12
20
F+1, Eco+2, Loy+2, Unr-2, Lor+1, Soc+2
City
Menagerie, Monument, Park, Sacred Grove
Herbalist
6/2
10
Loy+1, Sta+1, MI
Village
Hideout
4/1
!?!
Eco+1, Loy+1, Corr+1, Cri+1, Soc+1, Infamy+⅓
Village ?????
Hospital
5/6
100
Loy+1, Sta+2, Lor+1, Prod+2
City
House
4/1
50
Unr-1
Village
Inn
5/2
30
Eco+1, Loy+1, Soc+1, BV+500
Village
Jail
7/2
50
Loy+2, Sta+2, Unr-2, Cri-1, Law+1
Village
Library
4/2
10
Eco+1, Loy+1, Lor+1
Village
Lumberyard
6/2
50
Eco+1, Sta+1, Prod+1
Village
Luxury Store
7/4
10
Eco+1, BV+2,000, MI
Town
Magic Shop
6/11
10
Eco+1, BV+2,000, MI
City
Magical Academy
6/10
50
F+1, Eco+2, Lor+2, Soc+1, MI
City
Caster’s Tower, Library, Magic Shop
Magical Streetlamps
5/1
Cri-1
City
Mansion
5/2
30
Sta+1, Law+1, Soc+1
Village
Market
6/8
100
Eco+2, Sta+2, BV+2,000, MI
Town
Inn, Shop, Tavern
Menagerie
4/4
100
F+1, Eco+1, Loy (Spec)
City
Military Academy
6/6
100
F+1, Loy+2, Sta+1, Law+1, Lor+1, MI
Town
Barracks
Mill
4/2
20
Eco+1, Sta+1, Prod+1
Village
Mint
6/5
10
F+1, Eco+3, Loy+3, Sta+1
City
Moat
2/1
Unr-1, Def+1
Village
Monastery
4/4
50
Sta+1, Law+1, Lor+1
Village
Monument
6/1
Loy+1, Unr-1
Village
Museum
6/5
20
F+1, Eco+1, Loy+1, Lor+2, Soc+1
Town
Noble Villa
6/4
50
F+1, Eco+1, Loy+1, Sta+1, Soc+1
Town
Exotic Artisan, Luxury Store
Observatory
3/4
10
Sta+1, Lor+1, MI
City
Orphanage
4/2
50
Sta+1, Unr-1
City
Palace
6/18
200
F+1, Eco+2, Loy+6, Sta+2, Law+2, BV+1,000
City
Mansion, Mint, Noble Villa
Park
4/1
Loy+1, Unr-1
Town
Paved Streets
4/6
Eco+2, Sta+1, Prod+2
City
Pier
4/4
20
Eco+1, Sta+1, Cri+1, BV+1,000
Village
Sacred Grove
4/3
10
Loy+1, Sta+1, Unr-1, Soc+1
Village
Sewer System
4/6
Loy+1, Sta+2, Cri+1, Prod+1
City
Cistern, Dump
Shop
4/2
20
Eco+1, Prod+1, BV+500
Village
Shrine
4/2
10
Loy+1, Unr-1, MI
Village
Smithy
6/1
10
Eco+1, Sta+1
Village
Stable
5/2
10
Eco+1, Loy+1, BV+500
Village
Stockyard
5/4
100
Eco+1, Sta-1, Prod+1
Village
Stable, Tannery
Tannery
6/1
20
Eco+1, Sta+1, Soc-1
Village
Tavern
6/2
20
Eco+1, Loy+1, Corr+1, BV+500
Village
Temple
4/8
50
Loy+2, Sta+2, Unr-2, MI
Town
Graveyard, Shrine
Tenement
1/0
100
Unr+2 :(
Town
Theatre
4/6
50
Eco+2, Sta+2
Town
Exotic Artisan, Inn
Town Hall
6/4
50
Eco+1, Loy+1, Sta+1, Law+1
Town
Cistern, Courthouse, Dump, Jail, Monument
Trade Shop
5/2
10
Eco+1, Sta+1, Prod+1, BV+500
Village
University
6/13
200
F+1, Eco+3, Loy+3, MI
City
Academy, Bardic College, Library, Magical Academy, Military Academy, Museum, Observatory
Watchtower
6/2
20
Sta+1, Unr-1, Def+2
Village
Waterfront
6/15
200
Eco+4, Prod+2, BV+4,000, MI
City
Black Market, Guildhall, Market, Piers, Warehouse
Watergate
2/1
Town
:O
Waterway
3/1
Town
Using The District Grid To Make Your City
The district grid is arranged into nine squares, each containing 4 lots, for a total of 36 lots. One key point to emphasize is that this grid does not mean that every city is designed as a literal square. The grid is a tool for organization, not really a map or visual snapshot of your city. It allows you to quickly reference the important buildings and neighborhoods in your city. Even
the cut-out counters provided within the rules are intended more to represent the relative importance of the various buildings they construct, which may be much larger than their physical size. 
Look no further than the Black Market; would a secret hidden market for fencing and smuggling stolen goods really be a massive building a quarter of a mile long? Again, the Building Points you spend to create such buildings and the “space” they take up on your city map represent the total investment in material and human(oid) resources that go into setting up and maintaining the ongoing business of that square, including dwellings for people that work there, goods to buy and sell, bribes and taxes to pay, and all the necessities of everyday life.
The size estimate for city lots in the published rules is quite generous at 750 feet on a side. If you would like your city lots to represent actual lots and the streets and alleyways actual thoroughfares, a size estimate for each lot of around 200 feet on a side is much closer to the historical realities of medieval Europe, with each lot covering about an acre of land.
Even so, bear in mind that although the cut-out images usually show a single building, each lot that you create typically reflects far more. A great cathedral like Notre Dame de Paris really would cover a two-acre span of two lots, but most lots with a House would include a dozen petty merchants and shopkeepers hawking their wares. The edge of the district grid could represent a river, city wall, or even a natural cliff, but it could also represent the edge where the city ends its construction or continues uninterrupted into another district.
When using the district grid as a map, it may be more visually interesting to cut each four-lot square apart, rearranging those squares into whatever orientation or shape that matches the geography you and your players envision for the city. It may be laid out around a crescent-shaped harbor, stretched out along a great causeway or a rugged peninsula, or even split in two by a waterway down the middle. However you arrange the city’s squares, remember that it is a tool for organization, not a straightjacket on your creativity.
Edicts
An edict is a kingdom-wide setting you can choose/alter at the start of each kingdom turn (although there may be penalties for doing so). Such as setting your tax level, number of holidays, etc. They come with benefits and drawbacks, and must be balanced to your kingdom’s needs. 
All consumption costs are monthly
Expansion Edict
Can be changed freely.
Attitude
Hex Claims
Stability
Loyalty
Economy
Consumption
Isolationist
-1
+2
+1
-2
-1 BP
Cautious
+0
+1
-
-1
-
Standard
+0
-
-
-
-
Aggressive
+1
-1
-1
+1
1d4 BP
Imperialist
+2
-2
-2
+2
2d4 BP
Holiday Edict
Each time this edict is lowered, you incur a -2 loyalty penalty for 12 months. Yikes! People don’t like finding out their day off has been cancelled
Frequency
Consumption
Economy
Loyalty
None
-
-2
-4
Annual
1 BP
-1
-2
Quarterly
1d3 BP
0
0
Monthly
1d6 BP
+1
+2
Weekly
1d12 BP
+2
+4
Taxation Edicts
Changing the tax rate is free, but doing so too often may make businesses annoyed and discourage investment
Tax Level
Revenue
Economy
Loyalty
Minimal
Economy Check/5
+2
+2
Light
Economy Check/4
+1
+1
Normal
Economy Check/3
-
-
Heavy
Economy Check/2.5
-2
-4
Crushing
Economy Check/2
-4
-8
Improvement Edict
This is a special edict, as it’s set by the size of your kingdom, rather than by choice
Kingdom Size
New Settlements
New Buildings
Terrain Improvements
Hex Claims
1-10
1
1
2
1
11-25
1
2
3
2
26-50
1
5
5
3
51-100
2
10
7
4
101-200
3
20
9
8
201+
4
~
12
12
Special Orders
A special order is exactly that - paying the city to produce something special. The cost must be paid out of pocket by the noble who makes the order.
Commission Order
A Commission order is how you get the city to make you a valuable item (or upgrade an existing item). It’s pretty simple
Work out the cost of the item/upgrade
0-8,000 is a minor item
8,000-24,000 is a medium item
24,000+ is a major item
Find an item slot in a city of that size
Pay the cost of the item
Wait for the item to be crafted (at 28,000gp of work/month)
Endowment Order
An endowment order means constructing a fancy version of building, and naming it after yourself/someone. Only new buildings can be endowed, if you want to endow an existing structure, you gotta knock it down first. Think of it as a “masterwork” building. Again, simple
Work out the cost of the building in BP
Multiply that by 100. That’s the cost in GP you must provide in addition to the base BP of the building.
The building, when complete, increases Consumption by +1 and Loyalty by +1. 
The increase is Consumption is due to another bonus, depending on the type of building. A library may have a rare book collection, or a military academy may train a special hero class.
Espionage Order
Send spies to gather information or just hassle someone.
These are carried out by:
Determine what kind of espionage you’re after.
Pay the cost in BP
The GM makes an Economy, Stability, and Loyalty check at the listed DC. There may be hidden penalties/bonuses depending on the opposing kingdom.
Results are due to the number of successes. A natural 1 is an auto fail.
3 successes: All goes extremely well. Get something extra
2 successes: All goes as expected
1 success: Mission fails, spies escape
0 successes: Mission fails, spies are caught.
Note: This is tbd. The rules for this are good, but it feels like paying someone else to go play the game for you.
Type
Cost
DC
Gather public information
1d4 BP
5 (flat)
Discover Minor Secrets
1d6 BP
+0
Discover Major Secrets
2d6 BP
+5
Discover Vital Secrets
3d6 BP
+10
Gather public information: Send a group of spies on holiday, but disguise where they came from. They’ll get the word on the street, a map of the settlements and surrounding areas, and the names of all important figures
Discover Minor Secrets: Send a group of spies to do a solid day’s work. They’ll get the location of all buildings of military or political importance (even if this isn’t public knowledge), as well as any important locations outside settlements (such as gold mines, and other valuables). It will also give an idea if the kingdom has any problems below the surface (such as unrest, banditry, or anything supernatural the watch may be trying to hush up). You’ll also gain 1d2 Economy for 1d4 months as you learn some handy secrets about what goods the city/kingdom has in surplus/deficit.
Discover Major Secrets: Send spies to learn something dangerous (such as 1 of the following).
Learn about a cities military strength/weaknesses.
Learn what the cities rulership really thinks about other places/nations, and what plans they may be concocting
Learn all of the problems the city leadership is aware of (crime, disloyalty, unrest, corruption, etc).
Gain trade secrets worth a 1d4 bonus to Economy for 2d4 months
Discover Vital Secrets: Send some poor fools on an impossible mission, and learn one of the following:
Class, alignment, special abilities and some gear of a city leader
Discover 1 powerful magic item/artifact in the city, as well as its location
Discover or create secret entrances to a settlement and/or building
Discover trade secrets and manipulate markets, granting you a +2d4 bonus to your economy for 1 year.
Blow something the fuck up.
�
Noble Roles
There’s a few things you need to be a noble!
Benefit: What this role adds to the kingdom stats (called their Benefit Bonus), and extra actions it allows the kingdom to take.
Vacancy Penalty: A vacant role is any with no one assigned, or where the person assigned is unable to spend at least half the month tending to their duties. If a new person is assigned to the role, make a Stability check. If you fail, the role suffers the Vacancy penalty for that month.
Important Ability Scores: Having all of these stats at 13 or higher gives you a +2 to their Benefit Bonus
Important Skill: For every 3 ranks in this skill, add a further +1 to their Benefit Bonus.
Secondary Skills: These skills give no bonus to the Benefit, but may need to be rolled as part of an event.
Role
Benefit
Vacancy Penalty
Ability Scores
Skill
Secondary Skills
Ruler
One of E,L,S
U+4 / Turn
Int,Wis,Cha
Diplomacy
Knowledge(History, Local, Nobility)
Captain of the Guard
E
Danger+10
Str/Dex, Wis
Knowledge (Local) or Survival
Knowledge(Dungeoneering, Local, Nature), Sense Motive
Captain of the Watch
L
E/L/S -2
Con, Wis
Knowledge (Local), Intimidate, or Sense Motive
Perception, Profession(Watchman) Sense Motive
Councillor
L
L-2, U+1/Turn
Cha
Diplomacy or Intimidate
Knowledge(Local), Sense Motive
General
S
S-4
Wis
Profession (Soldier)
Knowledge (Engineering, History)
Grand Diplomat
S
S-2,
Cha
Bluff or Diplomacy
Knowledge (History, Local, Nobility)
High Priest
S
S/L-2, U+1 / Turn
Wis or Cha
Knowledge (Religion)
Knowledge (History, Planes), Perform (Oratory)
Magister
E
MINUS E (???)
Int or Cha
Knowledge (Arcana)
Appraise, Craft (Alchemy), Spellcraft
Spymaster
One of E,L,S
E-4, U+1 / Turn
Int
Knowledge (Local)
Bluff, Linguistics, Sense Motive, Stealth, Sleight Of Hand
Treasurer
E
No Taxes, Minus E
Int
Profession (Relevant)
Appraise
Adjudant
Enforcer
Guildmaster
Mayor
Stablemaster
Ruler
The ruler runs the show, and is in charge of leading the other nobles towards a common goal. They’re also the head of state, and a figurehead for all people to look up to. This is not to say that the ruler must be aloof and perfect, rather they represent an ideal all people should want to strive for. Their alignment heavily influences how the kingdom runs.
Benefit: A ruler boosts one of the kingdom’s main attributes: Economy, Loyalty or Stability. Later they may be able to expand this to benefit two or even all three, if they can prove to themselves and the Valley that they’re up to the task.
Vacancy Penalty: A town without a ruler cannot claim new land, or build new structures. Additionally, Unrest grows by 4 in the Upkeep Phase each turn.
Important Ability Scores: All Mental
Important Skill: Diplomacy
Secondary Skills: Knowledge (History, Local, Nobility)
Special: Two people can co-rule, as long as they are legally married. They can use the higher of their stats to determine bonuses.
Captain of the Guard
Also known as a Marshal, they patrol the area surrounding the kingdom, dispatching threats.
Benefit: Increases Economy by allowing more trade, and selling the products of their hunts.
Vacancy Penalty: The Danger of the surrounding area rises substantially.
Important Stats: Strength or Dexterity, and Wisdom.
Important Ability Scores: Knowledge (Local) or Survival
Secondary Skills: Knowledge (Dungeoneering, Local, Nature), Sense Motive
Captain of the Watch
The Watch Captain is responsible for patrols and crime-solving within settlements. They make sure the streets are safe to walk at night, and that stolen property is found and returned. Their reach extends across the kingdom, rather than being limited to one city.
Benefit: A good Captain increases the Loyalty of the settlement.
Vacancy Penalty: The Economy, Loyalty and Stability of the kingdom all suffer a -2 penalty.
Important Ability Scores: Constitution and Wisdom
Important Skill: Knowledge (Local), Intimidate, or Sense Motive. It really depends on your style.
Secondary Skills: Perception, Profession (Watchman) Sense Motive
Councillor 
The Councillor ensures that the will of the people is represented. Their demands may not always be met, but the Councillor tries to ensure that those in power are held to task by the masses. The Councillor is usually an elected position, and a Councillor who does not have the support of the people has an uphill battle ahead.
Benefit: The councillor is largely responsible for Loyalty. They can also organise festivals and fairs.
Vacancy Penalty: Loyalty slightly decreases by 2, and Unrest increases by 1 each Upkeep Phase as the people feel they are not being fairly represented.
Important Ability Scores: Charisma
Important Skill: Diplomacy or Intimidate
Secondary Skills: Knowledge (Local), Sense Motive
General
The general commands the kingdom’s army, and is often a public hero. They need to have the respect and loyalty of the troops, as well as a sound head for large-scale combat.
Benefit: The General largely increases the kingdom’s Stability.
Vacancy Penalty: The kingdom suffers a -4 penalty to Stability. The army will not be able to train or mobilize.
Important Ability Scores: Wisdom
Important Skill: Profession (Soldier)
Secondary Skills: Knowledge (Engineering, History)
Grand Diplomat
The Grand Diplomat oversees relationships with the other nations of the Valley and beyond. They’re also expected to be the representative of the kingdom at all important events.
Benefit: The Grand Diplomat increases Stability.
Vacancy Penalty: Stability suffers a -2 penalty, and it’s harder for the kingdom to expand into surrounding areas.
Important Ability Scores: Charisma
Important Skill: Bluff or Diplomacy
Secondary Skills: Knowledge (History, Local, Nobility)
High Priest 
The High Priest governs the kingdom’s religious needs and direction. They head up the kingdom’s chosen church, as well as providing divine guidance and protection.
Benefit: A good high priest increases the kingdom’s Stability
Vacancy Penalty: People expect a High Priest, and often look to them for guidance. Without one, Stability and Loyalty decrease by 2. During the Upkeep Phase, Unrest increases by 1.
Important Ability Scores: Wisdom or Charisma
Important Skills: Knowledge (Religion)
Secondary Skills: Knowledge (History, Planes), Perform (Oratory)
Magister
The Magister guides a kingdom’s higher learning and magic. 
Benefit: A good Magistar increases the Economy of the kingdom.
Vacancy Penalty: Without a Magister overseeing work and production, the Economy is diminished.
Important Ability Scores: Intelligence or Charisma
Important Skill: Knowledge (Arcana)
Secondary Skills: Appraise, Craft (Alchemy), Spellcraft
Spymaster
Not only worrying about foreign affairs, a spymaster is expected to keep tabs on the criminal underground, and any plotting that might be going on.
Benefit: A spymaster provides half their Bonus Benefit to Loyalty, Economy or Stability. They can change which attribute they boost each month freely.
Vacancy Penalty: Without a spymaster, the Economy suffers a -4 penalty due to the rise in crime and under-the-table dealings. Unrest increases by 1 each upkeep phase as revolutionaries and other types are left unchecked.
Important Ability Scores: Intelligence
Important Skill: Knowledge (Local)
Secondary Skills: Bluff, Linguistics, Sense Motive, Stealth, Sleight of Hand
Treasurer
The Treasurer monitors the state of the kingdom’s Treasury and citizens’ confidence in the value of their money and investigates whether any businesses are taking unfair advantage of the system. The Treasurer is in charge of the tax collectors and tracks debts and credits with guilds and other governments.
Benefit: Increases Economy, unsurprisingly 
Vacancy Penalty: No taxes can be collected, and the Economy suffers as the kingdom’s ability to loan money is impaired.
Important Stats: Intelligence
Important Skill: Profession (Any relevant)
Secondary Skills: Appraise
Minor Positions
These function the same as noble positions, but are purely optional. They give a small benefit if filled, but there is no penalty for leaving them vacant. 
Adjutant
An Adjutant supports the ruler in all their duties, acting as their second-in-command. A good adjudant makes up for a ruler’s weaknesses, or acts as a moral compass, or is perhaps simply good at getting things done.
Special: A ruler may use one of your ability modifiers or skill ranks in place of their own. Additionally, an Adjutant may act as a ruler for a turn. If they do so, make a Stability check. A failure increases Unrest by 1.
Enforcer
They can be anything from an executioner to an assassin. When someone needs to die, or for any other reason the law must be enforced with brute strength, this is the person who does it. The Enforcer works for the Law (however that is structured), rather than directly for the rulers. They may work with the Councilor to make sure the citizens feel the government is adequately dealing with wrongdoers, and working with the Captain of the Guard to capture fugitives from the law. The Royal Enforcer may grant civilians the authority to kill in the name of the law.
Special: During the upkeep phase, you may crack down on problem spots, using force rather than finesse. Unrest decreases by 1, but you must make a Loyalty check, if you fail, Loyalty decreases by 1.
Guildmaster
There is always some disagreement between different industries in a large settlement. Where and how goods are transported, bulk discounts, and rules of competition are all set by the settlement’s Guildmaster
Special: A guildmaster may add +1 to Economy per 2 settlements. A Guild Hall doubles this bonus.
Mayor
A mayor focuses on the issues facing a particular settlement. A settlement needs to be at least town-size before a mayor is of use
Special: A mayor adds +1 to Economy. Furthermore, if the Mayor is well-liked by the populace, they add +1 to Loyalty as well.
Stablemaster 
There are many strange and wonderful creatures in the Valley, and someone needs to take care of everything that can’t speak for itself.
Special: Helps with finding and training new mounts and companions.
Note: While not a “real” noble position, a nation’s stablemaster is an extremely important role, and can help in many situations and events.