Simplified Kingdom Building Rules

The Kingdom Building Rules as presented in Ultimate Campaign are an enjoyable and rewarding set of rules to emulate the maintenance of running a kingdom.  They are also extremely involved and require quite a bit of dedication to utilize.  For this reason, the following rules are in place to allow PCs to build their own communities.

Kingdoms can only be built by Seasoned Players.

## Step 1: Clearing a path

To build a settlement, you first explore the hex where you wish to locate said settlement. You’ll also need to clear out any monsters that might be lurking within. To do so, spend an amount of time exploring the hex listed on the table below, and request a session to clear the area of monsters.  Once you have successfully cleared the hex, you may spend 1,000 gp to set up the bare bones infrastructure of the settlement.

## Step 2: Laying a foundation

Next you must clear out a space for your future settlement.  It takes an amount of time and costs an amount of gold listed in the table below.

Exploration time represents how many days a typical scouting party requires to explore a hex of this type.

1. Preparation time represents the days of labor required to prepare the hex for settlement. Construction of buildings for settlements built on plains do not need any preparation time.
2. Preparation cost represents the gp cost to clear a hex of this type.
3. This is a large system of caves and underground passages and can be found in any terrain type except Marsh. It functions as an additional hex that exists underground, below the surface hex.
4. Treat this as the adjacent land terrain type for all purposes.

Like with downtime buildings, you do not need to spend your downtime days on the actual preparation while you wait.  For every 10 Labor that you spend you can reduce the Preparation time by 1 day (to a minimum of 25% of the original Preparation Time).  You are not limited to the Settlement’s normal capital limit when spending this Labor.

## Step 3: Building the Settlement Itself

Refer to the Kingdom Building Rules’s list of buildings and use that to determine a building’s **Lots, Discount, Limit, Special** (if applicable)**, Upgrade To/From, Magic Items,** and **Settlement** (remember that Productivity is used in the Settlement line in place of Economy).  Use the Downtime system for determining the **Rooms** (which in turn determines the Create, Time, Earnings and Benefit)**,** and **any other benefits of buildings**.  If you would like to build a building that is not listed in the Kingdom Building Rules, ask a GM to help you determine the closest approximation or other relevant statistics. The cost for buildings not listed in the Downtime Rules (such as a Forge) is 750 gp and 7 days per BP (consult a GM if you wish to pay for the build cost with capital).

Each building in a settlement generates capital for the owner of the building, as well as for the settlement itself. This additional capital can be paid for by funds that the settlement has accrued on its own, or by any of the leaders of the settlement. The leaders of the settlement also make the decisions about how the funds gained in this way are spent (with the Ruler having the final say). Most commonly this fund is spent on improvements to the settlement, but corrupt settlements might funnel their wealth into the pockets of the leaders, while altruistic settlements might spread that wealth back to it's populace.

Your first buildings should be an Inn, Shrine, Monastery, or Watchtower. In addition, you should also construct 1 House, Mansion, Noble Villa, or Tenement. If your first building is an Inn, you must construct a House or Tenement next to it, as building an Inn requires an adjacent House or Tenement.

## Step 4: Determining leadership roles

The Standard kingdom building rules have a list of roles that must be filled by PCs or NPCs.  These provide bonuses to Kingdom statistics and interact with things like keeping your kingdom in order.  The below roles, and how they work with these simplified rules, should be selected in this step.  As stated in the Kingdom Building rules, the following roles are not necessarily the titles of the roles in your settlement.  If a leader has the Leadership feat, they impart a +1 bonus to any statistics that they modify. Each role also lists a Leadership Skill. For every 5 ranks in this skill the leader has, they gain a +1 to any statistics that they modify.

A leader must be present and dedicate 1 downtime day towards fulfilling their role once per week.  If you do not dedicate a downtime day towards fulfilling your role in a week, your settlement takes the vacancy penalty until the role is filled.  If you change your leader role, the settlement takes the vacancy penalty of your initial role until another character performs those duties with a minimum of 1 day.

### Ruler

The Ruler is the highest-ranking person in the settlement and is expected to embody the values of the settlement. The Ruler performs the settlement’s most important duties (such as establishes taxes and signing treaties), is the settlement’s chief diplomatic officer (though most of these duties are handled by the Grand Diplomat), is the signatory for all laws affecting the settlement, pardons criminals when appropriate, and is responsible for appointing characters to all other leadership roles.

Generally, if you establish a settlement, you will be it’s Ruler.

**Benefit(s):** Choose one settlement modifier. Add your Charisma modifier to this attribute. You may select an additional settlement modifier when your settlement’s type is a Small Town, and an additional modifier every time the type increases.  If your settlement gets smaller and goes down in type, you lose one modifier that you can apply the bonus to.

You may also select Danger to apply this bonus to.  Instead of increasing Danger though, it reduces Danger once, and then acts as a resistance to other increases in Danger.  When your settlement’s Danger score would increase, reduce the increase by an amount equal to your Charisma modifier (minimum 0 increased Danger).

If you have the Leadership feat, the bonus from the feat applies to all settlement modifiers you affect.

If you marry someone, you both can act as Ruler. You both add your Charisma modifiers to the settlement modifier (or modifiers, if the settlement is large enough). Alternatively, your spouse may act as a Consort below.

**Vacancy Penalty:** A settlement without a ruler cannot expand (they cannot build buildings or recruit organizations for the settlement itself, nor can they make any progress towards adding a new district), but private citizens (yourself included) can continue to build buildings and recruit organizations. Crime and Corruption increase by +4, and every week that the Ruler does not fulfill their role, Danger increases by 10.

Additionally, you are subject to losing the position of Ruler. If you do not fulfill your role as a Leader for 2 weeks or more, you risk losing control of your position there as townsfolk begin to wonder whether you’re dead or incompetent. Upon your return, you must attempt a leadership check (1d20 + your Leadership score) against a DC equal to the number of days since you last performed your Ruler role, modified by the settlement’s Corruption – 10 (so if you’ve been gone for 30 days and your settlement’s Corruption is +5, the DC is 25).

If this Leadership check succeeds, you remain the Ruler.

If you fail, the people have lost faith in you as a leader.  They have elected a new mayor, appointed a new king, or similar (see Giving up a Settlement below). You may attempt a Leadership check (at the same DC as for the check you failed) each day during the Upkeep downtime phase to regain the role. If you succeed, you re-establish yourself as the Ruler.  Any income that was generated between when you last performed your Ruler duties and when you re-establish yourself is cut in half.

If you lose control of a settlement, you don’t deal with events associated with it. However, if you do intervene regarding a detrimental event and either prevent the event from happening or otherwise reverse its effects (such as catching robbers and returning the goods they stole), you gain a +5 bonus on your Leadership checks to reaffirm your role as Ruler. This bonus ends once you successfully reaffirm your rulership of the settlement or abandon all claims to it. If you intervene in this way during multiple detrimental events that happen to a business, these bonuses stack.

**Leadership Skill:** Knowledge (nobility)

### Barrister

The Barrister ensures that the settlement’s laws are being enforced properly as well as clarifying or writing new laws.

**Benefit(s):** Add your Intelligence modifier or Wisdom modifier to Economy and Law, subtract it from Crime and Corruption.

**Vacancy Penalty:** Law decreases by 4, Crime increases by 4.

**Leadership Skill:** Profession (barrister)

### Consort

The Consort is usually the spouse of the Ruler, and spends time attending court, speaking with and advising nobles, touring the settlement to lift the spirits of the people, and so on. In most settlements, you cannot have two married Rulers and a Consort at the same time.

The Consort represents the Ruler when the Ruler is occupied or otherwise unable to act. With the Ruler’s permission, the Consort may perform any of the Ruler’s duties, allowing the Ruler to effectively act in two places at once. If the Ruler dies, the Consort may act as Ruler until the Heir can take over as Ruler.

**Benefit(s):** Add half your Charisma modifier to Law or Society. If the ruler is unavailable during a turn, you may act as the Ruler for that turn, negating the vacancy penalty for having no Ruler, though you do not gain the Ruler benefit. If you act as the Ruler for the turn, you must succeed at a leadership check against a DC of 10 + Corruption + Crime or else the settlement’s Danger increases by 5.

**Vacancy Penalty:** None.

**Leadership Skill:** Knowledge (nobility)

### Councilor

The Councilor acts as a liaison between the citizenry and the other settlement leaders, parsing requests from the citizenry and presenting the leaders’ proclamations to the people in understandable ways. It is the Councilor’s responsibility to make sure the Ruler is making decisions that benefit the settlement and its citizens.

**Benefit(s):** Add your Charisma modifier or Wisdom modifier to Society and subtract it from Corruption.

**Vacancy Penalty:** Society decrease by 2, Corruption increases by 2. Danger increases by 5.

**Leadership Skill:** Knowledge (local)

### Grand Diplomat

The Grand Diplomat is in charge of the settlement’s foreign policy—how it interacts with other settlements and similar political organizations such as tribes of intelligent monsters. The Grand Diplomat is the head of all of the settlement’s diplomats, envoys, and ambassadors. It is the Grand Diplomat‘s responsibility to represent and protect the interests of the settlement with regard to foreign powers.

**Benefit(s):** Add your Charisma modifier or Intelligence modifier to Society and Lore.

**Vacancy Penalty:** Society and Lore decrease by 2.

**Leadership Skill:** Diplomacy

### Heir

The Heir is usually the Ruler’s eldest son or daughter, though some settlements may designate a significant adviser (such as a seneschal) as Heir. The Heir’s time is mostly spent learning to become a ruler—pursuing academic and martial training, touring the kingdom to get to the know the land and its people, experiencing the intrigues of courtly life, and so on.

Because the Heir carries the potential of being the next Ruler, the Heir’s role is similar to the Consort in that the Heir may act on behalf of the Ruler.

**Benefit(s):** Add half your Charisma modifier to Law and Society. You may act as the Ruler for a turn, negating the vacancy penalty for the kingdom having no Ruler, though you do not gain the Ruler benefit.

Whenever you act as the Ruler for the turn, you must succeed at a leadership check against a DC of 10 + Corruption + Crime or else Danger increases by 5.

**Vacancy Penalty:** None.

**Leadership Skill:** Knowledge (nobility)

### High Priest

The High Priest tends to the settlement’s religious needs and guides its growth. If the settlement has an official religion, the High Priest may also be the highest-ranking member of that religion in the kingdom, and has similar responsibilities over the lesser priests of that faith to those the Grand Diplomat has over the settlement’s ambassadors and diplomats. If the settlement has no official religion, the High Priest may be a representative of the most popular religion in the settlement or a neutral party representing the interests of all religions allowed by the settlement.

**Benefit(s):** Add your Charisma modifier or Wisdom modifier to the modifiers affected by your settlement’s alignment.

**Vacancy Penalty:** Your settlement does not benefit from bonuses to its modifiers because of alignment.

**Leadership Skill:** Knowledge (religion)

### Judge

The Judge deals with punishing criminals, working with the Councilor to make sure the citizens feel the government is adequately dealing with wrongdoers, and working with the Marshal to capture fugitives from the law. The Judge may grant civilians the authority to kill in the name of the law.

**Benefit(s):** Add your Dexterity modifier or Strength modifier to Law and subtract it from Crime. While performing your duties once per week, you may decrease Danger by 10 (this is not affected by having the Leadership feat); if you do so, you must succeed at a leadership check or Society decreases by 1 and Corruption increases by 1.

**Vacancy Penalty:** None.

**Leadership Skill:** Intimidate

### Magister

The Magister guides the settlement’s higher learning and magic, promoting education and knowledge among the citizens and representing the interests of magic, science, and academia. In most settlements, the Magister is a sage, a wizard, or a priest of a deity of knowledge, and oversees the governmental bureaucracy except regarding finance.

**Benefit(s):** Add your Charisma modifier or Intelligence modifier to Economy and Lore.

**Vacancy Penalty:** Economy and Lore decrease by 4.

**Leadership Skill:** Knowledge (arcana)

### Marshal

The Marshal is the highest-ranking member of the settlement’s military. The Marshal is responsible for looking after the needs of the military and directing the settlements guard in times of distress. Most citizens see the General as a protector and patriot.

**Benefit(s):** Add your Charisma modifier or Strength modifier to Law and subtract it from Crime.

**Vacancy Penalty:** Law decreases by 4, Crime increases by 4, Danger increases by 5.

**Leadership Skill:** Profession (soldier)

### Spymaster

The Spymaster observes the settlement’s criminal elements and underworld and spies on other settlements. The Spymaster always has a finger on the pulse of the settlement’s underbelly, and uses acquired information to protect the interests of the settlement at home and elsewhere through a network of spies and informants.

**Benefit(s):** Each week, choose one settlement attribute. Add or subtract your Dexterity modifier or Intelligence modifier to this attribute.

**Vacancy Penalty:** Economy decreases by 4. Danger increases by 10.

**Leadership Skill:** Sense Motive

### Treasurer

The Treasurer monitors the state of the settlement’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(s):** Add your Intelligence modifier or Wisdom modifier to Economy.

**Vacancy Penalty:** Economy decreases by 4. None of the settlement’s official businesses generate capital.

**Leadership Skill:** Profession (merchant)

## Step 5: Creating the stat block

### **Name**

Decide on what your settlement will be called.

### **Alignment and Type**

You may have your settlement be of any alignment that is within 1 step of your own.  The alignment of a settlement is the general alignment of its citizens and government—individuals who dwell therein can still be of any alignment, but the majority of its citizens should be within one step of the settlement’s overall alignment. Alignment influences a city’s modifiers. The type is the size category the settlement falls into, which will be a Hamlet until your first building is complete. A settlement’s type determines many of its statistics (see Table: Settlement Statistics).

### **Modifiers**

Settlements possess six modifiers that apply to specific skill checks made in the settlement. A settlement’s starting modifier values are determined by its type. This value is further adjusted by the settlement’s alignment, government, qualities, and disadvantages.

#### **Corruption**

* Corruption measures how open a settlement’s officials are to bribes, how honest its citizens are, and how likely anyone in town is to report a crime. Low corruption indicates a high level of civic honesty. A settlement’s corruption modifies all Bluff checks made against city officials or guards and all Stealth checks made outside (but not inside buildings or underground).

#### **Crime**

* Crime is a measure of a settlement’s lawlessness. A settlement with a low crime modifier is relatively safe, with violent crimes being rare or even unknown, while a settlement with a high crime modifier is likely to have A powerful thieves’ guild and a significant problem with violence. The atmosphere generated by a settlement’s crime level applies as a modifier on Sense Motive checks to avoid being bluffed and to Sleight of Hand checks made to pick pockets.

#### **Economy**

* A settlement’s economy modifier indicates the health of its trade and the wealth of its successful citizens. A low economy modifier doesn’t automatically mean the town is beset with poverty—it could merely indicate A town with little trade or one that is relatively self-sufficient. Towns with high economy modifiers always have large markets and many shops. A settlement’s economy helps its citizens make money, and thus it applies as a modifier on all Craft, Perform, and Profession checks made to generate income.

#### **Law**

* Law measures how strict a settlement’s laws and edicts are. A settlement with a low law modifier isn’t necessarily crime-ridden—in fact, A low law modifier usually indicates that the town simply has little need for protection since crime is so rare. A high law modifier means the settlement’s guards are particularly alert, vigilant, and well-organized. The more lawful A town is, the more timidly its citizens tend to respond to shows of force. A settlement’s law modifier applies on Intimidate checks made to force an opponent to act friendly, Diplomacy checks against government officials, or Diplomacy checks made to call on the city guard (see sidebar).

#### **Lore**

* A settlement’s lore modifier measures not only how willing the citizens are to chat and talk with visitors, but also how available and accessible its libraries and sages are. A low lore modifier doesn’t mean the settlement’s citizens are idiots, just that they’re close-mouthed or simply lack knowledge resources. A settlement’s lore modifier applies on Diplomacy checks made to gather information and Knowledge checks made using the city’s resources to do research when using a library.

#### **Society**

* Society measures how open-minded and civilized A settlement’s citizens are. A low society modifier might mean many of the citizens harbor prejudices or are overly suspicious of out-of-towners. A high society modifier means that citizens are used to diversity and unusual visitors and that they respond better to well-spoken attempts at conversation. A settlement’s society modifier applies on all Disguise checks, as well as on Diplomacy checks made to alter the attitude of any non-government official.

### **Qualities**

You may select one quality for your settlement.  Later on when the size of your settlement increases, you will be able to assign additional qualities to it (assuming that you are still in charge).

### **Danger**

A settlement’s danger value is a number that gives a general idea of how dangerous it is to live in the settlement. A settlement’s base danger value depends on its type. Add the settlement's Danger to any downtime events.

### **Disadvantages**

Your settlement can have any number of disadvantages you wish to inflict on it.  Consult with the GMs as well (especially the one that ran the requested session in the previous step), as they may have a disadvantage or two that your settlement will have.  If your settlement has a disadvantage, you may select an additional quality.

### **Government**

Decide how the settlement is governed and ruled. The type of government a settlement follows affects its statistics.

### **Population**

This number represents the settlement’s population. Note that the exact number is flexible; a settlement’s actual population can swell on market days or dwindle during winter—this number lists the average population of the settlement. Note that this number is generally used for little more than flavor—since actual population totals fluctuate, it’s pointless to tether rules to this number. After the settlement’s total population, list a breakdown of its racial mix in parentheses.

### **Notable PCs/NPCs**

This section lists any notable PCs and NPCs who live in the city, sorted by their role in the community, followed by their name and then their alignment, gender, race, class, and level in parentheses.  Request an LW to help populate this list beyond yourself and any other PCs in the city.  You should include the leadership positions created in the previous step here.

### **Base Value and Purchase Limit**

This section lists the community’s base value for available magic items in gp (see Table: Available Magic Items). There is a 75% chance that any item of this value or lower can be found for sale in the community with little effort. If an item is not available, a new check to determine if the item has become available can be made the following week when the market refreshes. Settlements do not have Purchase Limits.

### **Spellcasting**

Unlike magic items, spellcasting for hire is listed separately from the town’s base value, since spellcasting is limited by the level of the available spellcasters in town. This line lists the highest-level spell available for purchase from spellcasters in town. A town’s base spellcasting level depends on its type.

### **Minor Items/Medium Items/Major Items**

This line lists the number of magic items above a settlement’s base value that are available for purchase. When you first establish your settlement (or when it expands) and every week after, randomly roll to determine what magic items have made their way into your settlement for sale.  Update this information on the wiki.

### **Defense**

This modifier is added by certain defensive structures. It is only relevant for Mass Combat rules.

Once your first building is constructed, increase the settlement’s type to Village, select another quality, and adjust its statistics accordingly.

Make a wiki page for your new settlement if you haven’t already, being sure to include the settlement’s stat block.

## Step 6: Expansion

Each lot populates the settlement by approximately 250 people.  To expand your settlement into the next type, your population needs to exceed double the maximum population of its current type.  If any buildings get destroyed or demolished without replacing them, your population is reduced accordingly, but the settlement’s type does not go down unless it goes below the minimum population for its current type.  Here’s a handy table to show how many lots need to be filled in order to expand up to the next settlement type as well as the minimum number of lots that need to be filled to remain it's current size:

 1
 8
 20
 80
 100

You may use your own funds, or that of the settlement to build or recruit more buildings or organizations on the settlement’s behalf.  New buildings follow the rules laid out in the previous steps (refer to Kingdom Building for Lots, Limits, Discounts, and Settlement, but refer to Downtime rules for costs and other benefits).  Additional buildings continue to modify the settlement’s statistics.  This is true of buildings that the settlement has constructed, as well as buildings that other players construct.

When a district is 50% full, you may expand to a new district.  Doing so is the same as preparing a district in step 2 (you must pay the listed cost by terrain type, and it takes the listed amount of time).  Your settlement may only have 1 district that is less than 50% full at a time.

### Hex Improvements

The initial costs of Clearing a Path in Step 1 assume that a number of improvements have been made to a hex in which a settlement resides. The following hex improvements can be made to nearby hexes to further improve a settlement's qualities. The time it takes to construct these improvements takes the Preparation Time for the terrain type, listed in Step 2. Treat any coastline as if it were the terrain type of the coast.

#### 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 your settlement on the other end.

**Terrain:** One end must be hill or mountain hex; can pass through any type of hex.

**Benefit(s):** Halve the preparation time and cost of additional districts in desert environments.

**Cost:** Cavern: 3,000 gp; Desert: 3,000 gp; Forest: 1,500 gp; Hills: 2,250 gp; Jungle: 3,000 gp; Marsh: 3,000 gp; Mountains: 3,000 gp; Plains: 750 gp

#### Bridge

A Bridge allows your roads to cross hexes with rivers in them.

**Terrain:** Any hex with a road and a river.

**Benefit(s):** Allow roads to cross hexes with rivers in them. Bridges are built at the same time as the Roads in the same hex, and as such do not take any extra amount of time.

**Cost:** Cavern: 3,000 gp; Desert: 3,000 gp; Forest: 1,500 gp; Hills: 2,250 gp; Jungle: 3,000 gp; Marsh: 3,000 gp; Mountains: 3,000 gp; Plains: 750 gp

#### Canal

A Canal acts as an artificial river, allowing water travel.

**Terrain:** Desert, Hill, or Plains

**Benefit(s):** The hex counts as having a river in it. Note: Water craft treat Rivers as Roads.

**Cost:** Desert: 6,000 gp; Hills: 4,500 gp; Plains: 1,500 gp

#### Farm

A Farm converts a hex into suitable farmland.

**Terrain:** Desert containing a river, lake, coastline, or Canal or Hill, or Plains containing or adjacent to a hex containing a river, lake, or Canal, or adjacent to at least 2 hexes that already contain Farms.

**Benefit(s):** Any buildings that list Farmland as a room can be built in this hex without taking up any lots in the settlement without the need to build a Farmland room. Any building that uses more than 1 Farmland room in it's construction must be approved by a GM.

**Cost:** Desert: 6,000 gp; Hills: 3,000 gp; Plains: 1,500 gp

#### Fort

A Fort is a walled encampment for military forces outside a settlement. You can upgrade a Watchtower to a Fort.

**Terrain:** Any Land

**Benefit(s):** A Fort is one of the few buildings that can be built outside of a settlement. Treat this as a normal Fort. Increase the attached settlement's defense by +4.

**Cost:** 126 Goods, 32 Influence, 112 Labor, 1 Magic (5,820 gp)

#### Highway

A highway is a paved and well-maintained version of a Road. You may upgrade a Road into a Highway. A settlement must be a Large City or Metropolis before it can upgrade to Highways.

**Terrain:** Any hex that contains a Road.

**Benefit(s):** Treat the hex as a Plains hex to determine travel time. Travelers can ignore the first Plains hex that contains a highway they encounter in the day when determining how many hexes that they can travel.

**Cost:** Cavern: 6,000 gp; Desert: 6,000 gp; Forest: 3,000 gp; Hills: 4,500 gp; Jungle: 6,000 gp; Marsh: 6,000 gp; Mountains: 6,000 gp; Plains: 1,500 gp

#### Mine

A Mine extracts metal, coal, salt, or other useful materials from the earth.

**Terrain:** Cavern, Desert, Hills, or Mountains. Can't share the same hex as any other Mine, Quarry, or Sawmill. Must be connected to a settlement via a Road, river, or Canal.

**Benefit(s):** A Mine is one of the few buildings that can be built outside of a settlement (and only outside of a settlement). This has a capital earning of +100 Goods. A Mine can also increase the spending limit on Goods in one connected settlement. Treat this connected settlement as if it were one settlement size larger for determining spending limits on Goods. Settlements with a Mine have buildings primarily reinforced with metal.

**Cost:** 4,500 gp;

#### Quarry

A Quarry extracts workable stone from the ground.

**Terrain:** Cavern, Hills, or Mountains. Can't share the same hex as any other Mine, Quarry, or Sawmill. Must be connected to a settlement via a Road, river, or Canal.

**Benefit(s):** A Quarry is one of the few buildings that can be built outside of a settlement (and only outside of a settlement). This has a capital earning of +100 Goods. A Mine can also increase the spending limit on Goods in one connected settlement. Treat this connected settlement as if it were one settlement size larger for determining spending limits on Goods. Settlements with a Quarry have buildings primarily built from stone.

#### Rail

A railroad can be built to provide tracks for fast traveling land vehicles.

**Terrain:** Any hex that contains a Road.

**Benefit(s):** A railroad allows for tracked vehicles to travel across the hex.

**Cost:** 1,200 gp

#### Road

A Road speeds travel through the areas around your settlement and promote exploration. You can upgrade a Road to a Highway if the settlement is a Large City or Metropolis.

**Terrain:** Any Land.

**Benefit(s):** A Road is required for a number of other Hex Improvements. When you Lay a Foundation in Step 2, you create a Road in that hex. All Hex Improvements must be connected to the settlement with a Road (or a Canal if using water craft) to provide a benefit. Note: If there is a river in the hex you wish to add a Road to, you must also build a Bridge.

**Cost:** Cavern: 3,000 gp; Desert: 3,000 gp; Forest: 1,500 gp; Hills: 2,250 gp; Jungle: 3,000 gp; Marsh: 3,000 gp; Mountains: 3,000 gp; Plains: 750 gp

#### Sawmill

A sawmill centralizes the activities of loggers and turns trees into lumber for use in building and crafting.

**Terrain:** Forest or Jungle

**Benefit(s):** A Sawmill is one of the few buildings that can be built outside of a settlement (and only outside of a settlement). This has a capital earning of +100 Goods. A Sawmill can also increase the spending limit on Goods in one connected settlement. Treat this connected settlement as if it were one settlement size larger for determining spending limits on Goods. Settlements with a Sawmill have buildings primarily built with wood.

**Cost:** 4,500 gp;

#### Watchtower

A Watchtower flies your flag, is a safe place for your patrols, and establishes your power on the frontier. It is placed in strategic location around a settlement to alert the townsfolk of imminent threats. A Watchtower cannot share a hex with a Fort or another Watchtower.

**Terrain:** Any

**Benefit(s):** A Watchtower is one of the few buildings that can be built outside of a settlement. This is treated as a normal Watchtower. This can be upgraded to a Fort.

**Cost:** 35 Goods, 9 Influence, 25 Labor (1,470 gp)

### Satellite Settlements

Another means of expanding a community is to establish a satellite settlement. This is a settlement that is connected to the parent settlement. This can be done by building the second settlement in an adjacent hex, a hex connected via roads, or placed anywhere that can also be connected via permanent teleportation (such as a pair of permanent Teleportation Circles). A satellite settlement follows the same rules for building a settlement from scratch, but you may have the satellite use some or all of the primary settlement's roles. Each role confers it's benefit to the main settlement and every satellite. To determine the type of a settlement and all of its satellites, add up all of their populations.

### Shifting a Settlement's Alignment

The ruler of a settlement can attempt to shift the alignment of their settlement by 1 step per week while performing their leadership duties. They must succeed at a Leadership Check against a DC of 10 + the settlements modifiers. If shifting towards Good, add the settlement's Corruption; towards Evil, add the settlement's Society; towards Chaos, add the settlement's Law, and towards Law, add the settlement's Crime.

## Giving up a Settlement

At any time you may abandon your settlement, or at least abandon the rulership duties.  If you don’t appoint someone to take over the Ruler role, and it becomes vacant, the settlement suffers the vacancy penalty from Ruler for 1 week.  After this time, anyone may attempt to claim rulership.  This is a leadership check against a DC of 20 + Corruption - Society.  If multiple people wish to lay claim to the settlement, then they all make these checks, and whoever’s result is highest (while still beating the above DC) becomes the Ruler.

Anyone making this check may spend Influence to give themselves a +2 bonus per Influence spent. Influence must be spent before the roll is made.  Any current leaders of the settlement receive a +5 bonus to their check.

*Credit for this ruleset goes to Fiend's Reach*