Spreadsheet: 852322d1702396110-input-number-in-cell-and-it-brings-up-correct-event-from-table-camping-activities-2-
Sheet: Sheet2

 | Group | DC |  |  | Building on Rough Terrain (Clear Hex, [NAME], Establish Work Site, Irrigation) |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Kingdom level required to build structure |  |  |  |  | Random % roll | Event |  | initial DC | item bonus | status bonus
 | Candlemere Lizardfolk | 22 |  |  | Mountains | +12 RP |  |  |  |  |  |  |  | Officer position | Stat1 | Stat2 | Total bonus |  | Stat1 | Stat2 |  |  | Zone # | Name | Zone DC | [NAME] | Page |  |  |  | Task | Crit Fail |  | Failure |  | Success |  | Crit Success |  |  | Rubble, Tenement |  |  |  |  | 1–3 | Archaeological Find
 | Fort Drelev | 30 |  |  | Swamps | +8 RP |  |  |  |  |  |  |  | Ruler | CHA |  |  |  |  |  |  |  | 0 | Brevoy | 14 | 12 | 50 |  |  |  | [NAME] | No campsite activities.  Extra attempt at encounter. |  | Campsite activities at -2 penalty. |  | Servicable spot. |  | Flat checks for encounters +2 DC for 24 hrs.  No check for 1st hour of camping |  |  | Brewery, Cemetary, General Store, Granary, Herbalist, Houses, [NAME], Shrine, [NAME], Wooden Wall |  |  |  |  | 4–5 | Assassination Attempt
 | Greengripe | 24 |  |  | Forests | +4 RP |  |  |  |  |  |  |  | Counselor | INT | CHA |  |  |  |  |  |  | 1 | Rostland | 15 | 12 | 51 |  |  |  | [NAME] | -2 to encounter checks. Flat checks get Crit Success on 19 or 20. |  | No effect. |  | +1 to DC to determine if there are any encounter checks. |  | +2 to encounter checks.  1st encounter that succeeds becomes a failure. |  |  | Bridge, Jail, [NAME], [NAME], Orphanage, Town Hall |  |  |  |  | 6–7 | Bandit Activity
 | M'botuu | 32 |  |  | Hills | +2 RP |  |  |  |  |  |  |  | General | STR | CHA |  |  |  |  |  |  | 2 | Greenbelt | 16 | 14 | 58 |  |  |  | Cook Meal | Sickened 1 until they complete their rest. |  | No effect. |  | +1 status bonus for all check for the rest of the camp. |  | [NAME] mod xlevel in HPs.  +1 status bonus to saves for rest of camp. |  |  | Alchemy Laboratory, Barracks, Dump, [NAME], Foundry, Keep, Lumberyard, Monument, Park, Pier, Smithy, Stable, [NAME], [NAME], Tannery, Popular Tavern, Trade Shop, Watchtower |  |  |  |  | 8–10 | Boomtown
 | Nomen Centaurs | 26 |  |  | Plains | +1 RP |  |  |  |  |  |  |  | Emissary | DEX | INT |  |  |  |  |  |  | 3 | Tuskwater | 18 | 12 | 69 |  |  |  | [NAME] and Gather | Gather 1d4 basic ingredients (it can't be higher that zone level) and make an additional encounter check. |  | Gather Zone DC in amount of basic ingredients. |  | Zone DC +1d4 basic ingredients.  If zone is level >=7, gather an additional 2d4.  If level >=14, add 3d4. |  | Get Encounter DC x2 amount of basic ingredients.  +4 special ingredients. If zone is >=7, increase basic ingredients by x8. If >=12 times 12 basic ingredients. |  |  | Marketplace, Paved Streets, Specialized Artisan |  |  |  |  | 11–14 | Building Demand |  |  |  |  | watchtower +1 item bonus resolve events
 | Pitax | 28 |  |  |  |  |  |  |  |  |  |  |  | Magister | INT | CHA |  |  |  |  |  |  | 4 | Kamelands | 19 | 12 | 78 |  |  |  | Organize Watch | Roll additional flat DC encounter check. |  | No effect. |  | +1 to Perception checks on watches. |  | Treat total time of each shift as if there was 1 extra participant.  +2 status bonus to Perception checks on watches. |  |  | Arcanist's Tower, Bank, Garrison, Guildhall, Magical Streetlamps, Mansion, Museum, [NAME], Thieves' Guild, Stone Wall |  |  |  |  | 15–17 | Crop Failure |  |  |  |  | quick recovery +4 status bonus to end harmful events
 | Rostland | 15 |  |  |  |  |  |  |  |  |  |  |  | Treasurer | INT | WIS |  |  |  |  |  |  | 5 | Narlmarches | 20 | 14 | 82 |  |  |  | Tell [NAME] | -1 status penalty to attack rolls, save, & skill checks for the camping session. |  | No effect. |  | +1 status bonus to attack rolls, saves, & skill checks for the camping session. |  | Entire camping session has a +2 status bonus to attack rolls, saves, & skill checks.  If someone is Relaxing, they can reroll any check that is a failure. |  |  | Illicit Market, [NAME], [NAME] |  |  |  |  | 18–19 | Cult Activity
 | Sootscale Kobolds | 20 |  |  |  |  |  |  |  |  |  |  |  | Viceroy | INT | CHA |  |  |  |  |  |  | 6 | Sellen | 20 | 12 | 84 |  |  |  | Predict Weather | Dramatically wrong prediction.  Wrong info is as Crit Success but wrong. |  | Not successful. |  | Accurate prediction.  [NAME] if there is an upcoming weather event in next 24 hours.  +1 to circumstance bonus to Surv checks to prepare for any upcoming weather event. |  | Accurate prediction.  Predicts any weather events in next 24 hrs.  +2 to circumstance bonus to Surv checks to prepare for any weather event. |  |  | Sewer System, Temple, Theater |  |  |  |  | 20–22 | Diplomatic Overture
 | Tiger Lords | 36 |  |  |  |  |  |  |  |  |  |  |  | Warden | STR | CON |  |  |  |  |  |  | 7 | Dunsward | 18 | 12 | 87 |  |  |  |  |  |  |  |  |  |  |  |  |  | Embassy, Magic Shop, Waterfront |  |  |  |  | 23–25 | Discovery
 | Tok-Nikrat | 18 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 8 | Nomen | 24 | 12 | 90 |  |  |  |  |  |  |  |  |  |  |  |  |  | Arena, Castle, Hospital, [NAME], [NAME] |  |  |  |  | 26–27 | Drug Den
 | Varnhold | 12 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 9 | Tors of | 28 | 16 | 91 |  |  |  | Charter | Heartland | Government | Feat set by [NAME] choice | arts | boating | counselor | counselor | counselor | intrigue | Academy, Construction Yard |  |  |  |  | 28 | Economic Surge
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 4 | Agriculture |  |  |  | 10 | Hooktongue | 32 | 14 | 94 |  |  |  | Conquest | Forest or Swamp | Despotism | Crush Dissent | folklore | magic | magister | magister | magister | politics | Menagerie, Military Academy |  |  |  |  | 29–31 | Expansion Demand
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Trained level | Skill bonus |  | 5 | Arts |  |  |  | 11 | Drelev | 28 | 12 | 103 |  |  |  | Expansion | Hill or Plain | Fuedalism | Fortified Fiefs | intrigue | trade | ruler | treasurer | general | statecraft | Occult Shop |  |  |  |  | 32–34 | Festive Invitation
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  | T | 2 |  | 6 | Boating |  |  |  | 12 | Tiger L | 28 | 12 | 105 |  |  |  | Exploration | Lake or River | Oligarchy | Insider Trading | magic |  | emissary | viceroy | warden | warfare | Cathedral, Mint, Opera House, Palace, World-class Tavern, University |  |  |  |  | 35–37 | Feud
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  | E | 4 |  | 7 | Defense |  |  |  | 13 | Rushlight | 26 | 12 | 108 |  |  |  | Grant | [NAME] or [NAME] | Republic | [NAME] | politics | exploration | general | general |  |  | defense | defense | boating | intrigue |  | 38–39 | Food Shortage
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  | M | 6 |  | 8 | Engineering |  |  |  | 14 | Glenebon L | 30 | 12 | 108 |  |  |  | Open |  | Thaumancy | Practical Magic | warfare | wilderness | warden | warden | arts | intrigue | engineering | folklore | exploration | politics |  | 40–42 | Food Surplus
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  | L | 8 |  | 9 | Exploration |  |  |  | 15 | Pitax | 29 | 12 | 109 |  |  |  |  |  | Yeomanry | Muddle Through |  |  |  |  | engineering | statecraft | politics |  | industry | statecraft |  | 43–44 | Good Weather
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 0 |  | 10 | Folklore |  |  |  | 16 | Glenebon U | 35 | 12 | 110 |  |  |  |  |  | intrigue | arts | engineering | engineering | arts | arts | intrigue | warfare |  | intrigue | trade | warfare |  | 45–46 | Inquisition
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Uhalf |  |  | 11 | Industry |  |  |  | 17 | Numeria | 36 | 12 | 112 |  |  |  |  |  | politics | folklore | industry | exploration | warfare | boating | trade |  | engineering | warfare |  |  |  | 47–49 | Justice Prevails
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  | [NAME] |  |  | 12 | Intrigue |  |  |  | 18 | Thousand | 43 | 14 | 115 |  |  |  |  |  | warfare | magic | politics |  |  | scholarship |  | boating | magic |  | arts | agriculture |  | 50–51 | Land Rush
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 13 | Magic |  |  |  | 19 | Branthlend | 41 | 16 | 117 |  |  |  |  |  |  |  | scholarship | boating | arts | trade | arts | exploration | trade | boating | folklore | defense |  | 52–54 | Local Disaster
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 14 | Politics |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | warfare | exploration | defense | wilderness | scholarship |  | warfare | trade | magic | engineering |  | 55–57 | Monster Activity
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Trained level | Skill bonus |  | 15 | Scholarship |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | agriculture |  |  | scholarship | wilderness |  | 58 | Natural Disaster
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  | T |  |  | 16 | Statecraft |  |  |  |  |  | random # |  |  | season | Precip DC | Avg temp F |  |  |  |  | arts | boating | engineering | defense | scholarship | trade | ruler | treasurer |  |  |  | 59–61 | Nature’s Blessing
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  | E |  |  | 17 | Trade |  |  |  |  |  |  |  |  | spring | 15 | 60 |  |  |  |  | defense | exploration | magic | folklore | warfare |  | emissary | viceroy | counselor | counselor |  | 62–64 | New Subjects
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  | M |  |  | 18 | Warfare |  |  |  |  |  |  |  |  | summer | 20 | 80 |  |  |  |  |  |  |  |  |  | engineering |  |  | magister | magister |  | 65–67 | [NAME]
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  | L |  |  | 19 | Wilderness |  |  |  |  |  |  |  |  | autumn | 15 | 60 |  |  |  |  |  |  |  |  |  | industry |  |  |  | ruler |  | 68–70 | [NAME]
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | winter | 8 | 30 |  |  |  |  |  |  |  |  |  | politics |  |  |  | emissary |  | 71–72 | Pilgrimage
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Not winter |  |  |  |  |  |  |  |  |  |  |  | scholarship |  |  |  | treasurer |  | 73–74 | Plague
 |  |  |  |  |  | [NAME] | Prerequisites | Benefits |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | if winter |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | viceroy |  | 75–78 | Political Calm
 |  |  |  |  |  | Civil Service | none | Choose one Leadership role; that is role is supported by civil servents.  No vacancy penalties will apply for that position.  +2 status bonus to New Leadership checks. |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Kulthona |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 79–81 | Public Scandal
 |  |  |  |  |  | Cooperative Leadership | none | When a leader uses the Focused Attention kingdom activity to aid another leader's check, the circumstance bonus is increased to +3. At 11th level, when using Focused Attention activity to aid another leader, treat a Critical Failure as a Failure. |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Calistril |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 82 | Remarkable Treasure
 |  |  |  |  |  | Crush Dissent | Warfare - Tr | Once per turn, when you would gain Unrest, you can attempt to crush dissent by making a basic Warfare check.  On a success, the Unrest increase is cancelled, but on a Critical Failure, the Unrest increase is doubled.  +1 status bonus to resolve dangerous kingdom events that involve internal bickering, such as Fued. |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Abadius |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 83 | Sacrifices
 |  |  |  |  |  | Fortified Fiefs | Defense - Tr | +2 circumstance bonus to checks attempted as part of a Fortify Hex activity and on activities to repair a Barracks, Castle, [NAME], Keep, Stone Wall or [NAME].  Also gain +1 status bonus to all checks attempted during dangerous events that directly impact your settlements' defenses. |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 84–85 | Sensational Crime
 |  |  |  |  |  | Insider Trading | Industry - Tr | +1 status bonus to Establish Work Site, Establish Trade Agreement and Trade Commondities activities.  Gain 1 Resource Die extra at the start of each turn. |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 86–90 | Squatters
 |  |  |  |  |  | Kingdom Assurance | Trained in 3 skills | Chooce one kingdom skill in which already trained, and once per turn you can forgo rolling a skill check and instead take 10 + your proficiency bonus; do not apply any other bonuses to this roll. |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 91–92 | Undead Uprising
 |  |  |  |  |  | Muddle Through | Wilderness -Tr | Increase two of your [NAME] by 1 and one of them by 2. |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 93–95 | Unexpected Find
 |  |  |  |  |  | Practical Magic | Magic - Tr | +1 status bonus to Magic checks and you can use Magic checks in place of Engineering checks.  [NAME] the cost of using the Hire Adventurers activity to 1 RP. |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 96–97 | Vandals
 |  |  |  |  |  | [NAME] | Politics - Tr | Once per turn, on a critical failure of a Kingdom skill check, attempt a DC 11 flat check.  If it succeeds, reduce the CF to a simple Failure. The DC of this flat check increases by 5 each time you subsequently use it, but it decreases by 1 (to a minimum of 11) for each turn that passes without being used. |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 98–99 | Visiting Celebrity
 |  |  |  |  |  | [NAME] | none | Your kingdom receives trained proficiency in a kingdom skill of your choice. |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | 100 | Wealthy Immigrant
 |  |  |  |  |  | Endure Anarchy | Level 3, Loyalty 14 | If your kingdom's Unrest if 6 or higher and  you use an activity to decrease Unrest, decrease Unrest by 1 more.  Kingdom does not fall in anarchy until Unrest reaches 24.
 |  |  |  |  |  | Inspiring Entertainment | Level 3, Culture 14 | When you check for Unrest during the Upkeep Phase of a turn, you may roll a Culture-based check instead of a Stability-based check.  Your kingdom gains a +2 status bonus to all Culture-based skill checks whenever the kingdom has at least 1 Unreast.
 |  |  |  |  |  | Liquidate Resources | Level 3, Economy 14 | The first time in a turn you are forced to spend RP as the result of a failed skill check or a dangerous event, and that expense reduces you to 0 RP, you may instead reduce your RP to 1 and treat the expense as if it were paif in full.  In the next turn, roll 4 fewer Resource dice as normal.
 |  |  |  |  |  | [NAME] | Level 3, Stability 14 | Whenever you attempt a skill check to end an ongoing harmful kingdom event, you gain +4 status bonus to the check.
 |  |  |  |  |  | Free and Fair | Level 7 | +2 to New Leadership and Pledge of Fealty checks.  If the check is a Fail or Critical Fail, you can spend 2 RP to reroll the check (but without the bonus); this attempts add the Fortune trait.  You must take the second roll.
 |  |  |  |  |  | Quality of Life | Level 7 | The first time you gain Luxury Commondities in a turn, increase the total by 1.  All settlements are treated as 1 level higher for determining what sorts of magic items are offered for sale.
 |  |  |  |  |  | Fame and Fortune | Level 11 | Whenever you achieve a Critical Success on a skill check during Activity phase of turn, gain 1 bonus Resource Die at the start of the next turn.
 | Building | Bonus | Description | Lots | Cost in RP | Lumber | Stone | Ore | Luxuries | or? | Check to build |  |  |  |  |  |  |  |  |  |  |  |  |  | indicates a homebrew rule from Vance's Kingdom Building Rules
 | Academy | +2 Item bonus to [NAME] | While in a settlement with an Academy, you gain a +2 item bonus to Lore checks made to Recall Knowledge while Investigating, to all checks made while Researching (Gamemastery Guide 154), and to Decipher Writing. | 2 | 52 | 12 | 12 |  | 6 |  | Scholarship -Ex 17 |  |  |  |  |  |  |  |  |  | Item Bonuses by settlement |  |  |  |  |  |  |  |  |  |  |  |  |  | Item Bonuses by settlement
 | Alchemy Laboratory | +1 Item bonus to Demolish | Treat the settlement’s level as one level higher than its actual level for the purposes of determining which alchemical items are readily available for sale in that settlement. This effect stacks up to three times. Checks attempted to Identify Alchemy in any settlement with at least one alchemy laboratory gain a +1 item bonus. | 1 | 18 |  | 5 | 2 |  |  | Industry - Tr 16 |  |  |  |  |  |  |  |  |  | Task |  |  |  |  |  |  |  |  |  |  |  | SUM |  | Task |  |  |  |  |  |  |  |  |  |  |  | SUM
 | Arcanist's Tower | +1 Item bonus to Quell Unrest using Magic | Treat the settlement’s level as one level higher than its actual level for the purposes of determining which arcane magic items are readily available for sale in that settlement. This effect stacks up to three times. While in a settlement with an arcanist’s tower, you gain a +1 item bonus to checks made to Borrow an Arcane Spell or Learn a Spell. | 1 | 30 |  | 6 |  |  |  | Magic -Tr 20 |  |  |  |  |  |  |  |  |  | Capital Investment - 529 |  |  |  |  |  |  |  |  |  |  |  |  |  | Capital Investment - 529
 | Arena | +2 Item bonus to Celebrate Holiday and to Warfare checks made to Quell Unrest | An arena lets you to retrain combat-themed feats more efficiently while in the settlement; doing so takes only 5 days rather than a week of downtime. | 4 | 40 | 6 | 12 |  |  |  | Warfare -Ex 26 |  |  |  |  |  |  |  |  |  | Celebrate Holiday - 524 |  |  |  |  |  |  |  |  |  |  |  |  |  | Celebrate Holiday - 524
 | Bank | +1 item bonus to Tap Treasury, Capital Investment and Collect Taxes | The Capital Investment Leadership activity can be used only within the influence area of a settlement with a bank. | 1 | 28 |  | 6 | 4 |  |  | Trade -Tr 20 |  |  |  |  |  |  |  |  |  | [NAME] |  |  |  |  |  |  |  |  |  |  |  |  |  | [NAME]
 | Barracks | +1 item bonus to Garrison Army, Recover Army, or Recruit Army | Barracks aid in the recruitment of armies and in helping soldiers recover from battle. The first time you build a barracks in any settlement, reduce Unrest by 1. | 1 | 6 | 2 | 1 |  |  |  | Defense 16 |  |  |  |  |  |  |  |  |  | Craft Luxuries - 522 |  |  |  |  |  |  |  |  |  |  |  |  |  | Craft Luxuries - 522
 | Brewery | +1 item bonus to Establish Trade Agreement | When you build a brewery, reduce Unrest by 1 as long as you have fewer than 4 breweries in the settlement at that time. | 1 | 6 | 2 |  |  |  |  | Agriculture 15 |  |  |  |  |  |  |  |  |  | Create a Masterpiece - 522 |  |  |  |  |  |  |  |  |  |  |  |  |  | Create a Masterpiece - 522
 | Bridge |  | A bridge allows an island settlement to provide influence (see Influence on page 542), negates the Trade penalty for island settlements (see Land Borders on page 540), and allows travel over its associated [NAME] with ease (see Navigating an Urban Grid on page 541). [NAME] can only be built on [NAME]. When you build a bridge, check the “Bridge” box on one of the Water Borders on your Urban Grid to indicate its location. | none | 6 | 1 | 1 |  |  |  | Engineering 16 |  |  |  |  |  |  |  |  |  | [NAME] |  |  |  |  |  |  |  |  |  |  |  |  |  | [NAME]
 | Castle | +2 item bonus to New Leadership, Pledge of Fealty, Send Diplomatic Envoy, Garrison Army, Recover Army, Recruit Army, Manage Trade Agreements and Relocate Capital | The first time you build a castle each Kingdom turn, reduce Unrest by 1d4. A castle in a capital allows PC leaders to take 3 Leadership activities during the Activity phase of a Kingdom turn rather than 2. | 4 | 54 | 12 | 12 |  |  |  | Defense - Ex, Industry - Ex, Magic -Ex, Statecraft - Ex 26 |  |  |  |  |  |  |  |  |  | Establish Trade Agreement - 519 |  |  |  |  |  |  |  |  |  |  |  |  |  | Establish Trade Agreement - 519
 | Cathedral | +3 item bonus to Celebrate Holiday, Provide Care, and Repair Reputation (Corruption) | The first time you build a cathedral in a turn, reduce Unrest by 4. While in a settlement with a cathedral, you gain a +3 item bonus to Lore and Religion checks made to Recall Knowledge while Investigating, and to all faith-themed checks made while Researching (Gamemastery Guide 154). Treat the settlement’s level as three levels higher than its actual level for the purposes of determining what divine magic items are available for sale in that settlement. This effect does not stack with the similar effect granted by shrines or temples. | 4 | 58 | 20 | 20 |  |  |  | Folklore - Ma 34 |  |  |  |  |  |  |  |  |  | Focused Attention - 520 |  |  |  |  |  |  |  |  |  |  |  |  |  | Focused Attention - 520
 | Cemetary |  | Giving the citizens a place to bury and remember their departed loved ones helps to temper Unrest gained from dangerous events. If you have at least one cemetery in a settlement, reduce Unrest gained from any dangerous settlement events in that particular settlement by 1 (to a maximum of 4 for four cemeteries). The presence of a cemetery provides additional effects during certain kingdom events. | 1 | 4 |  | 1 |  |  |  | Folklore 15 |  |  |  |  |  |  |  |  |  | [NAME] |  |  |  |  |  |  |  |  |  |  |  |  |  | [NAME]
 | Construction Yard | +1 item bonus to Build Structure, Repair Reputation (Decay), Build Roads and Irrigation |  | 4 | 40 | 10 | 10 |  |  |  | Engineering 27 |  |  |  |  |  |  |  |  |  | Infiltration - 526 |  |  |  |  |  |  |  |  |  |  |  |  |  | Infiltration - 526
 | Dump | +1 item bonus to Demolish | Certain events have a more dangerous impact on settlements that don’t include a dump. A dump can’t be located in a block with any Residential structures. | 1 | 4 |  |  |  |  |  | Industry 16 |  |  |  |  |  |  |  |  |  | Pledge of Fealty - 520 |  |  |  |  |  |  |  |  |  |  |  |  |  | Pledge of Fealty - 520
 | Embassy | +1 item bonus to Send Diplomatic Envoy and Request Foreign Aid |  | 2 | 26 | 10 | 4 |  | 10 |  | Politics 24 |  |  |  |  |  |  |  |  |  | Prognostication - 527 |  |  |  |  |  |  |  |  |  |  |  |  |  | Prognostication - 527
 | [NAME] | +1 item bonus to Celebrate Holiday and Quell Unrest (Arts) |  | 1 | 7 | 3 |  |  |  |  | Arts 18 |  |  |  |  |  |  |  |  |  | Provide Care - 523 |  |  |  |  |  |  |  |  |  |  |  |  |  | Provide Care - 523
 | Foundry | +1 item bonus to Establish Work Site (mine) | By processing ore in a foundry, your settlements grow more efficient at storing your kingdom’s Commodities. Each foundry in your kingdom increases your maximum Ore Commodity capacity by 1. A foundry cannot share a block with a Residential structure. | 2 | 16 | 5 | 3 | 2 |  |  | Industry - Tr 18 |  |  |  |  |  |  |  |  |  | Purchase Commodities - 529 |  |  |  |  |  |  |  |  |  |  |  |  |  | Purchase Commodities - 529
 | [NAME] | +1 item bonus to Outfit Army, Train Army and Fortify Hex | A garrison helps outfit armies with new gear or trains them. When you build a garrison, reduce Unrest by 1. | 2 | 28 | 6 | 3 |  |  |  | Warfare - Tr 20 |  |  |  |  |  |  |  |  |  | Quell Unrest - 521 |  |  |  |  |  |  |  |  |  |  |  |  |  | Quell Unrest - 521
 | General Store |  | A settlement without a general store or marketplace reduces its effective level for the purposes of determining what items can be purchased there by 2. | 1 | 8 | 1 |  |  |  |  | Trade 15 |  |  |  |  |  |  |  |  |  | Recruit Army - 569 |  |  |  |  |  |  |  |  |  |  |  |  |  | Recruit Army - 569
 | Granary | +1 item bonus to Establish Farmland | Each granary in your kingdom increases your maximum Food Commodity capacity by 1. | 1 | 12 | 2 |  |  |  |  | Agriculture - Tr 15 |  |  |  |  |  |  |  |  |  | Relocate Capital - 525 |  |  |  |  |  |  |  |  |  |  |  |  |  | Relocate Capital - 525
 | Guildhall | +1 item bonus to Economy skill checks associated with the guildhall’s specific trade focus | When you build a guildhall, indicate what sort of organization (such as bakers, grocers, smiths, etc.) it serves as a headquarters for. While in a settlement with a guildhall, you gain a +1 item bonus to all related skill checks to Earn Income or to Repair. | 2 | 34 | 8 |  |  |  |  | Trade - Ex 20 |  |  |  |  |  |  |  |  |  | Repair Reputation - 521 |  |  |  |  |  |  |  |  |  |  |  | 0 |  | Repair Reputation - 521
 | Herbalist | +1 item bonus to Provide Care |  | 1 | 10 | 1 |  |  |  |  | Wilderness 15 |  |  |  |  |  |  |  |  |  | Request Foreign Aid - 528 |  |  |  |  |  |  |  |  |  |  |  |  |  | Request Foreign Aid - 528
 | Hospital | +1 item bonus to Provide Care and Quell Unrest | While in a settlement with a hospital, you gain a +2 item bonus to Medicine checks to Treat Disease and Treat Wounds. | 2 | 30 | 10 | 6 |  |  |  | Defense - Ex 26 |  |  |  |  |  |  |  |  |  | Rest and Relax - 521 |  |  |  |  |  |  |  |  |  |  |  | 0 |  | Rest and Relax - 521 |  |  |  |  |  |  |  |  |  |  |  | 0
 | Houses |  | The first time you build houses each Kingdom turn, reduce Unrest by 1. | 1 | 3 | 1 |  |  |  |  | Industry 15 |  |  |  |  |  |  |  |  |  | Send Diplomatic Envoy - 528 |  |  |  |  |  |  |  |  |  |  |  |  |  | Send Diplomatic Envoy - 528
 | Illicit Market | +1 item bonus to Clandestine Business | Treat the settlement’s level as one level higher than its actual level for the purposes of determining what items are readily available for sale in that settlement. This effect stacks up to three times. | 1 | 50 | 5 |  |  |  |  | Intrigue - Tr 22 |  |  |  |  |  |  |  |  |  | Supernatural Solution - 526 |  |  |  |  |  |  |  |  |  |  |  |  |  | Supernatural Solution - 526
 | [NAME] | +1 Item bonus to Hire Adventurers and to Clear Hex (Exploration) |  | 1 | 10 | 2 |  |  |  |  | Trade 15 |  |  |  |  |  |  |  |  |  | New Leadership -520 |  |  |  |  |  |  |  |  |  |  |  |  |  | New Leadership -520
 | Jail | +1 item bonus to Quell Unrest using [NAME] | The first time you build a jail each a Kingdom turn, reduce Crime by 1. | 1 | 14 | 4 | 4 | 2 |  |  | Defense 16 |  |  |  |  |  |  |  |  |  | Collect Taxes - 530 |  |  |  |  |  |  |  |  |  |  |  |  |  | Collect Taxes - 530
 | Keep | +1 item bonus to Deploy Army, Garrison Army, or Train Army | The first time you build a keep each Kingdom turn, reduce Unrest by 1. | 2 | 32 | 8 | 8 |  |  |  | Defense - Tr 18 |  |  |  |  |  |  |  |  |  | Improve [NAME] |  |  |  |  |  |  |  |  |  |  |  |  |  | Improve [NAME]
 | Library | +1 item bonus to Rest and Relax using Scholarship checks and to [NAME] | While in a settlement with a library, you gain a +1 item bonus to Lore checks made to Recall Knowledge while Investigating, as well as to Researching checks (Gamemastery Guide 154), and to Decipher Writing checks. | 1 | 6 | 4 | 2 |  |  |  | Scholarship - Tr 16 |  |  |  |  |  |  |  |  |  | Tap Treasury - 528 |  |  |  |  |  |  |  |  |  |  |  |  |  | Tap Treasury - 528
 | Lumberyard | +1 item bonus to Establish Work Site (lumber camp) | Each lumberyard in your kingdom increases maximum Lumber Commodity capacity by 1. A lumberyard must be built in a lot next to a Water border, both to give the yard a source of power to run saws to process timber, but more importantly to facilitate the shipment of trees to the yard. | 2 | 16 | 5 |  | 1 |  |  | Industry - Tr 18 |  |  |  |  |  |  |  |  |  | Trade Commodities - 525 |  |  |  |  |  |  |  |  |  |  |  |  |  | Trade Commodities - 525
 | [NAME] | +1 item bonus to Establish Trade Agreement | A luxury store must be built on a block that has either a mansion or a noble villa. Treat the settlement’s level as one level higher than its actual level for determining what luxury-themed magic items (subject to GM approval) are readily available for sale in that settlement. This effect stacks up to three times and overlaps with other stores that function in this way for more specific categories of magic items. | 1 | 28 | 10 |  |  | 6 |  | Trade - Ex 22 |  |  |  |  |  |  |  |  |  | Manage Trade Agreements - 529 |  |  |  |  |  |  |  |  |  |  |  |  |  | Manage Trade Agreements - 529
 | Magic Shop | +1 item bonus to Supernatural Solution and Prognostication | Treat the settlement’s level as one level higher than its actual level for the purposes of determining what magic items are readily available for sale in that settlement. This effect stacks up to three times and overlaps with other stores that function in this way for more specific categories of magic items. | 1 | 44 | 8 | 6 |  | 6 |  | Magic - Ex 24 |  |  |  |  |  |  |  |  |  | [NAME] |  |  |  |  |  |  |  |  |  |  |  |  |  | [NAME]
 | Magical Streetlamps |  | Magical streetlamps provide nighttime illumination for an entire Urban Grid. When you build magical streetlamps, check the magical streetlamps checkbox on your Urban Grid. The first time you build magical streetlamps in a Kingdom turn, reduce Crime by 1. | none | 20 |  |  |  |  |  | Magic - Ex 20 |  |  |  |  |  |  |  |  |  | Build Roads - 523 |  |  |  |  |  |  |  |  |  |  |  |  |  | Build Roads - 523
 | Mansion | +1 item bonus to Improve Lifestyle |  | 1 | 10 | 6 | 3 |  | 6 |  | Industry - Tr 20 |  |  |  |  |  |  |  |  |  | Claim Hex - 518 |  |  |  |  |  |  |  |  |  |  |  | 0 |  | Claim Hex - 518
 | Marketplace | +1 item bonus to Establish Trade Agreement | A town without a general store or marketplace reduces its effective level for the purposes of determining what items can be purchased there by 2. | 2 | 48 | 4 |  |  |  |  | Trade - Tr 19 |  |  |  |  |  |  |  |  |  | Clear Hex -518 |  |  |  |  |  |  |  |  |  |  |  | 0 |  | Clear Hex -518 |  |  |  |  |  |  |  |  |  |  |  | 0
 | [NAME] | +2 item bonus to Rest and Relax using Wilderness | A menagerie typically contains a selection of level 5 or lower animals. If your party captures a living creature of level 6 or higher and can transport the creature back to a settlement with a menagerie, you can add that creature to the menagerie as long as your kingdom level is at least 4 higher than the creature’s level. Each time such a creature is added to a menagerie, gain 1 Fame or Infamy point (as appropriate) or reduce one Ruin of your choice by 1. Only creatures with Intelligence modifiers of –4 or –5 are appropriate to place in a menagerie. A kingdom gains 1 Unrest at the start of a Kingdom turn for each sapient creature (anything with an Intelligence modifier of –3 or higher) on display in a menagerie. | 4 | 26 | 14 | 10 | 10 |  |  | Wilderness - Tr 30 |  |  |  |  |  |  |  |  |  | Establish Farmland - 522 |  |  |  |  |  |  |  |  |  |  |  |  |  | Establish Farmland - 522
 | Military Academy | +2 item bonus to Pledge of Fealty using Warfare, +2 item bonus to Train Army |  | 2 | 36 | 12 | 10 | 6 |  |  | Warfare - Ex 30 |  |  |  |  |  |  |  |  |  | Establish Settlement - 519 |  |  |  |  |  |  |  |  |  |  |  |  |  | Establish Settlement - 519
 | [NAME] | +1 item bonus to Harvest Crops | If a settlement includes at least one mill built on a lot adjacent to a Water border, the increased efficiency of these mills reduces the settlement’s Consumption by 1 (to a minimum of 0). | 1 | 6 | 2 | 1 |  |  |  | Industry - Tr 16 |  |  |  |  |  |  |  |  |  | Establish Work Site - 524 |  |  |  |  |  |  |  |  |  |  |  | 0 |  | Establish Work Site - 524 |  |  |  |  |  |  |  |  |  |  |  | 0
 | Mint | +3 item bonus to Capital Investment, Collect Taxes, and to Repair Reputation (Crime) |  | 1 | 30 | 12 | 16 | 20 |  |  | Trade - Ma 34 |  |  |  |  |  |  |  |  |  | Go Fishing - 522 |  |  |  |  |  |  |  |  |  |  |  |  |  | Go Fishing - 522
 | Monument | +1 item bonus to Create a Masterpiece | The first time you build a monument each Kingdom turn, reduce Unrest by 1 and reduce one Ruin of your choice by 1. | 1 | 6 |  | 1 |  |  |  | Arts - Tr 18 |  |  |  |  |  |  |  |  |  | Fortify Hex - 523 |  |  |  |  |  |  |  |  |  |  |  |  |  | Fortify Hex - 523
 | Museum | +1 item bonus to Rest and Relax using Arts | A magic item of level 6 or higher that has a particular import or bears significant historical or regional value (at the GM’s discretion) can be donated to a museum. Each time such an item is donated, reduce Unrest by 1. If that item is later removed from display, increase Unrest by 1. | 2 | 30 | 6 | 2 |  |  |  | Exploration - Tr 20 |  |  |  |  |  |  |  |  |  | [NAME] |  |  |  |  |  |  |  |  |  |  |  |  |  | [NAME]
 | Noble Villa | +1 item bonus to Improve Lifestyle and to Quell Unrest using Politics | The first time you build a noble villa each Kingdom turn, reduce Unrest by 2. | 2 | 24 | 10 | 8 |  | 6 |  | Politics - Ex 19 |  |  |  |  |  |  |  |  |  | Harvest Crops - 522 |  |  |  |  |  |  |  |  |  |  |  |  |  | Harvest Crops - 522
 | Occult Shop | +2 item bonus to Prognostication and Supernatural Solution | Treat the settlement’s level as one level higher than its actual level for the purposes of determining what magic items are readily available for sale in that settlement. This effect stacks up to three times and overlaps with other stores that function in this way for more specific categories of magic items. While in a settlement with an occult shop, you gain a +2 item bonus to all checks made to Research esoteric subjects or to Recall Knowledge about the same. | 1 | 68 | 12 | 6 |  | 12 |  | Magic - Ma 32 |  |  |  |  |  |  |  |  |  | Irrigation - 524 |  |  |  |  |  |  |  |  |  |  |  |  |  | Irrigation - 524
 | Opera House | +3 item bonus to Celebrate Holiday and Create a Masterpiece | The first time you build an opera house each Kingdom turn, reduce Unrest by 4. While in a settlement with an opera house, you gain a +3 item bonus to Performance checks made to [NAME]. | 2 | 40 | 20 | 16 |  | 18 |  | Arts - Ma 34 |  |  |  |  |  |  |  |  |  | Build Structure - 518 |  |  |  |  |  |  |  |  |  |  |  |  |  | Build Structure - 518
 | Orphanage |  | The first time you build an orphanage each Kingdom turn, reduce Unrest by 1. | 1 | 6 | 2 |  |  |  |  | Industry 16 |  |  |  |  |  |  |  |  |  | Demolish - 523 |  |  |  |  |  |  |  |  |  |  |  |  |  | Demolish - 523
 | Palace | +3 item bonus to New Leadership, Pledge of Fealty, Send Diplomatic Envoy, Garrison Army, Recover Army, Recruit Army, Manage Trade Agreements, and Relocate Capital | A palace can only be built in your capital. The first time you build a palace, reduce Unrest by 10. If you Relocate your Capital, a palace left behind in that capital instead functions as a noble villa that takes up 4 lots. (If you represent this by placing two noble villas in these lots, make sure to note that they constitute a single building and aren’t two separate structures.) A palace in a capital allows PC leaders to take 3 Leadership activities during the Activity phase of a Kingdom turn rather than just 2. In addition, once your kingdom has a palace, a PC in the Ruler leadership role gains a +3 item bonus to checks made to resolve Leadership activities. | 4 | 108 | 20 | 20 | 15 | 12 |  | Defense - Ma, Industry - Ma, Magic - Ma, Statecraft - Ma 34 |  |  |  |  |  |  |  |  |  | Recover Shaken Army - 568 |  |  |  |  |  |  |  |  |  |  |  |  |  | Recover Shaken Army - 568
 | Park | +1 item bonus to Rest and Relax using Wilderness checks | The first time you build a park each Kingdom turn, reduce Unrest by 1. | 1 | 5 |  |  |  |  |  | Wilderness 18 |  |  |  |  |  |  |  |  |  | Recover Weary Army -568 |  |  |  |  |  |  |  |  |  |  |  |  |  | Recover Weary Army -568
 | Paved Streets |  | It takes a character only 5 minutes to move from one lot to an adjacent lot in an Urban Grid when moving on paved streets. When you build paved streets, check the paved streets checkbox on your Urban Grid. | none | 12 |  | 6 |  |  |  | Industry - Tr 19 |  |  |  |  |  |  |  |  |  | Deploy Army - 567 |  |  |  |  |  |  |  |  |  |  |  |  |  | Deploy Army - 567
 | Pier | +1 item bonus to Go Fishing | A pier must be built in a lot next to a Water border. | 1 | 16 | 2 |  |  |  |  | Boating 18 |  |  |  |  |  |  |  |  |  | Garrison Army - 567 |  |  |  |  |  |  |  |  |  |  |  |  |  | Garrison Army - 567
 | Rubble |  | Rubble is created accidentally, such as from a result of certain kingdom events or failed Demolish activity. You cannot build in a lot with rubble; it must be removed via a successful Demolish activity. | 1 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Outfit Army - 568 |  |  |  |  |  |  |  |  |  |  |  |  |  | Outfit Army - 568
 | [NAME] | +1 item bonus to Quell Unrest using Folklore | Treat the settlement’s level as one level higher than its actual level for the purposes of determining what primal magic items are readily available for sale in that settlement. This effect stacks up to three times. | 1 | 36 |  |  |  |  |  | Wilderness - Tr 20 |  |  |  |  |  |  |  |  |  | Recovery Mired or Pinned Army - 568 |  |  |  |  |  |  |  |  |  |  |  |  |  | Recovery Mired or Pinned Army - 568
 | Secure Warehouse | +1 item bonus to Craft Luxuries | Each secure warehouse in your kingdom increases your maximum Luxuries Commodity capacity by 1. | 2 | 24 | 6 | 6 | 6 |  |  | Industry - Ex 22 |  |  |  |  |  |  |  |  |  | Recover Lost Army -568 |  |  |  |  |  |  |  |  |  |  |  |  |  | Recover Lost Army -568
 | Sewer System | +1 item bonus to Clandestine Business | A sewer system reduces the settlement’s Consumption by 1. Having a sewer system can also affect certain kingdom events. When you build a sewer system, check the sewer system checkbox on its Urban Grid. (For metropolises, this infrastructure automatically applies to all of its Urban Grids.) | none | 24 | 8 | 8 |  |  |  | Engineering - Ex 23 |  |  |  |  |  |  |  |  |  | Recover Damaged Army -568 |  |  |  |  |  |  |  |  |  |  |  |  |  | Recover Damaged Army -568
 | Shrine | +1 item bonus to Celebrate Holiday | Treat the settlement’s level as one level higher than its actual level when determining what divine magic items are readily available for sale in that settlement. This effect stacks up to three times but does not stack with the same effect granted by temples or cathedrals. | 1 | 8 | 2 | 1 |  |  |  | Folklore - Tr 15 |  |  |  |  |  |  |  |  |  | Offensive Gambit - 567 |  |  |  |  |  |  |  |  |  |  |  |  |  | Offensive Gambit - 567
 | Smithy | +1 item bonus to Trade Commodities, Outfit Army  and Clear Hex (Engineering) | While in a settlement with a smithy, you gain a +1 item bonus to Craft checks made to work with metal. | 1 | 8 | 2 | 1 | 1 |  |  | Industry - Tr 18 |  |  |  |  |  |  |  |  |  | Recover Defeated Army - 568 |  |  |  |  |  |  |  |  |  |  |  |  |  | Recover Defeated Army - 568
 | Specialized Artisan | +1 item bonus to Craft Luxuries | While in a settlement with a specialized artisan, you gain a +1 item bonus to Craft checks made to craft specialized goods like jewelry. | 1 | 10 | 4 |  |  | 1 |  | Trade - Ex 19 |  |  |  |  |  |  |  |  |  | Train Army - 569 |  |  |  |  |  |  |  |  |  |  |  |  |  | Train Army - 569
 | Stable | +1 item bonus to Establish Trade Agreement |  | 1 | 10 | 2 |  |  |  |  | Wilderness - Tr 18 |  |  |  |  |  |  |  |  |  | Reconnoiter Hex - Vance Kingdom Rules |  |  |  |  |  |  |  |  |  |  |  |  |  | Reconnoiter Hex - Vance Kingdom Rules
 | Stockyard | +1 item bonus to Gather Livestock | A settlement with at least one stockyard reduces its Consumption by 1. | 4 | 20 | 4 |  |  |  |  | Industry 18
 | [NAME] | +1 item bonus to Establish Work Site (quarry). | Each stonemason in your kingdom increases your maximum Stone Commodity capacity by 1. | 2 | 16 | 2 |  |  |  |  | Industry - Tr 18 |  |  |  |  |  |  |  |  |  | Item Bonuses by settlement |  |  |  |  |  |  |  |  |  |  |  |  |  | Item Bonuses by settlement
 | Tannery | +1 item bonus to Trade Commodities | A tannery cannot share a block with any Residential structure except tenements. | 1 | 6 | 2 |  |  |  |  | Industry - Tr 18 |  |  |  |  |  |  |  |  |  | Task |  |  |  |  |  |  |  |  |  |  |  |  |  | Task
 | Dive Tavern | +1 item bonus to Clear Hex (Exploration) | The first time you build a dive tavern in a Kingdom turn, reduce Unrest by 1 but increase Crime by 1. | 1 | 12 | 1 |  |  |  |  | Trade - Tr 15 |  |  |  |  |  |  |  |  |  | Capital Investment - 529 |  |  |  |  |  |  |  |  |  |  |  |  |  | Capital Investment - 529
 | Popular Tavern | +1 item bonus to Hire Adventurers, [NAME] and Relax using Trade and to Reconnoiter Hex | The first time you build a popular tavern in a Kingdom turn, reduce Unrest by 2. If you attempt a Performance check to [NAME] in a settlement with a popular tavern, you gain a +1 item bonus to the check. All checks made to Gather Information in a settlement with at least one popular tavern gain a +1 item bonus. | 1 | 24 | 6 | 2 |  |  |  | Trade - Ex 18 |  |  |  |  |  |  |  |  |  | Celebrate Holiday - 524 |  |  |  |  |  |  |  |  |  |  |  |  |  | Celebrate Holiday - 524
 | [NAME] | +2 item bonus to Hire Adventurers, [NAME] and Relax using Trade and to Reconnoiter Hex | The first time you build a luxury tavern in a Kingdom turn, reduce Unrest by 1d4+1. If attempt a Performance check to [NAME] in a settlement with a luxury tavern, you gain a +2 item bonus to the check. All checks made to Gather Information in a settlement with at least one luxury tavern gain a +2 item bonus. | 2 | 48 | 10 | 8 |  | 8 |  | Trade - Ma 26 |  |  |  |  |  |  |  |  |  | [NAME] |  |  |  |  |  |  |  |  |  |  |  |  |  | [NAME]
 | World-class Tavern | +3 item bonus to Hire Adventurers, [NAME] and Relax using Trade, Repair Reputation (Strife) and Reconnoiter Hex | The first time you build a world-class tavern in a Kingdom turn, reduce Unrest by 2d4. If you attempt a Performance check to [NAME] in a settlement with a world-class tavern, you gain a +3 item bonus to the check. All checks made to Gather Information in a settlement with a world-class tavern gain a +3 item bonus. | 2 | 64 | 18 | 15 |  | 15 |  | Trade - Ma 34 |  |  |  |  |  |  |  |  |  | Craft Luxuries - 522 |  |  |  |  |  |  |  |  |  |  |  |  |  | Craft Luxuries - 522
 | Temple | +1 item bonus to Celebrate Holiday and Provide Care | The first time you build a temple each Kingdom turn, reduce Unrest by 2. Treat the settlement’s level as one level higher than its actual level for the purposes of determining what divine magic items are readily available for sale in that settlement. This effect stacks up to three times but does not stack with the same effect granted by shrines or cathedrals. | 2 | 32 | 6 | 6 |  |  |  | Folklore - Tr 23 |  |  |  |  |  |  |  |  |  | Create a Masterpiece - 522 |  |  |  |  |  |  |  |  |  |  |  |  |  | Create a Masterpiece - 522
 | Tenement |  | The first time you build tenements each Kingdom turn, reduce Unrest by 1. | 1 | 1 | 1 |  |  |  |  | Industry 14 |  |  |  |  |  |  |  |  |  | [NAME] |  |  |  |  |  |  |  |  |  |  |  |  |  | [NAME]
 | Theater | +2 item bonus to Celebrate Holiday | The first time you build a theater each Kingdom turn, reduce Unrest by 1. While in a settlement with a theater, you gain a +2 item bonus to Performance checks made to [NAME]. | 2 | 24 | 8 | 3 |  |  |  | Arts - Ex 26 |  |  |  |  |  |  |  |  |  | Establish Trade Agreement - 519 |  |  |  |  |  |  |  |  |  |  |  |  |  | Establish Trade Agreement - 519
 | Thieves' Guild | +1 item bonus to Infiltration | While in a settlement with a thieves’ guild, you gain a +1 item bonus to Create Forgeries. | 1 | 25 | 4 |  |  |  |  | Intrigue - Tr 20 |  |  |  |  |  |  |  |  |  | Focused Attention - 520 |  |  |  |  |  |  |  |  |  |  |  |  |  | Focused Attention - 520
 | [NAME] | +1 item bonus to Manage Trade Agreements | The first time you build a town hall each Kingdom turn, reduce Unrest by 1. A town hall in a capital allows PC leaders to take 3 Leadership activities during the Activity phase of a Kingdom turn rather than just 2. | 2 | 22 | 4 | 4 |  |  |  | Defense - Tr, Industry - Tr, Magic - Tr, Statecraft - Tr 16 |  |  |  |  |  |  |  |  |  | [NAME] |  |  |  |  |  |  |  |  |  |  |  |  |  | [NAME]
 | Trade Shop | +1 item bonus to Purchase Commodities | When you build a trade shop, indicate the kind of shop it is, such as a bakery, carpenter, [NAME], and so on. While in a settlement with a trade shop, you gain a +1 item bonus to all associated Crafting checks. | 1 | 10 | 2 |  |  |  |  | Trade - Tr 18 |  |  |  |  |  |  |  |  |  | Infiltration - 526 |  |  |  |  |  |  |  |  |  |  |  |  |  | Infiltration - 526
 | University | +3 item bonus to [NAME] | While in a settlement with a university, you gain a +3 item bonus to Lore checks made to Recall Knowledge while Investigating, to Research checks (Gamemastery Guide 154), and to Decipher Writing. | 4 | 78 | 18 | 18 |  | 18 |  | Scholarship - Ma 34 |  |  |  |  |  |  |  |  |  | Pledge of Fealty - 520 |  |  |  |  |  |  |  |  |  |  |  |  |  | Pledge of Fealty - 520
 | Stone Wall |  | A stone wall is built along the border of your settlement. The first time you build a stone wall in each settlement, reduce Unrest by 1. When you build a stone wall, choose a border on your Urban Grid and check the appropriate checkbox; if you’re upgrading from a wooden wall, uncheck that box. | none | 4 |  | 8 |  |  |  | Defense - Tr 20 |  |  |  |  |  |  |  |  |  | Prognostication - 527 |  |  |  |  |  |  |  |  |  |  |  |  |  | Prognostication - 527
 | Wooden Wall |  | A wooden wall is built along the border of your settlement. The first time you build a wooden wall in each settlement, reduce Unrest by 1. When you build a wooden wall, choose a border on your Urban Grid and check the appropriate checkbox. | none | 4 | 4 |  |  |  |  | Defense 15 |  |  |  |  |  |  |  |  |  | Provide Care - 523 |  |  |  |  |  |  |  |  |  |  |  |  |  | Provide Care - 523
 | Watchtower | +1 item bonus to checks to resolve events affecting the settlement. | The first time you build a watchtower each Kingdom turn, decrease Unrest by 1. | 1 | 12 | 4 | 4 |  |  | True | Defense - Tr 18 |  |  |  |  |  |  |  |  |  | Purchase Commodities - 529 |  |  |  |  |  |  |  |  |  |  |  |  |  | Purchase Commodities - 529
 | Waterfront | +1 item bonus to Go Fishing, and to Establish Trade Agreement and Rest and Relax using Boating | A waterfront must be constructed next to a Water Border. A settlement with at least 1 waterfront increases its effective level by 1 for the purposes of determining what level of items can be purchased in that settlement; this bonus stacks with similar bonuses in the settlement. | 4 | 12 | 4 | 2 |  |  |  | Boating - Ex 24 |  |  |  |  |  |  |  |  |  | Quell Unrest - 521 |  |  |  |  |  |  |  |  |  |  |  |  |  | Quell Unrest - 521
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Recruit Army - 569 |  |  |  |  |  |  |  |  |  |  |  |  |  | Recruit Army - 569
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Relocate Capital - 525 |  |  |  |  |  |  |  |  |  |  |  |  |  | Relocate Capital - 525
 | Counselor |  | Intrigue |  | Politics |  | Statecraft |  | Warfare |  |  |  |  |  |  |  |  |  |  |  | Repair Reputation - 521 |  |  |  |  |  |  |  |  |  |  |  | 0 |  | Repair Reputation - 521 |  |  |  |  |  |  |  |  |  |  |  | 0
 | Emissary |  | Intrigue |  | Politics |  | Statecraft |  | Warfare |  |  |  |  |  |  |  |  |  |  |  | Request Foreign Aid - 528 |  |  |  |  |  |  |  |  |  |  |  |  |  | Request Foreign Aid - 528
 | General |  | Intrigue |  | Politics |  | Statecraft |  | Warfare |  |  |  |  |  |  |  |  |  |  |  | Rest and Relax - 521 |  |  |  |  |  |  |  |  |  |  |  | 0 |  | Rest and Relax - 521 |  |  |  |  |  |  |  |  |  |  |  | 0
 | Magister |  | Intrigue |  | Politics |  | Statecraft |  | Warfare |  |  |  |  |  |  |  |  |  |  |  | Send Diplomatic Envoy - 528 |  |  |  |  |  |  |  |  |  |  |  |  |  | Send Diplomatic Envoy - 528
 | Ruler |  | Intrigue |  | Politics |  | Statecraft |  | Warfare |  |  |  |  |  |  |  |  |  |  |  | Supernatural Solution - 526 |  |  |  |  |  |  |  |  |  |  |  |  |  | Supernatural Solution - 526
 | Treasurer |  | Intrigue |  | Politics |  | Statecraft |  | Warfare |  |  |  |  |  |  |  |  |  |  |  | New Leadership -520 |  |  |  |  |  |  |  |  |  |  |  |  |  | New Leadership -520
 | Viceroy |  | Intrigue |  | Politics |  | Statecraft |  | Warfare |  |  |  |  |  |  |  |  |  |  |  | Collect Taxes - 530 |  |  |  |  |  |  |  |  |  |  |  |  |  | Collect Taxes - 530
 | Warden |  | Intrigue |  | Politics |  | Statecraft |  | Warfare |  |  |  |  |  |  |  |  |  |  |  | Improve [NAME] |  |  |  |  |  |  |  |  |  |  |  |  |  | Improve [NAME]
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Tap Treasury - 528 |  |  |  |  |  |  |  |  |  |  |  |  |  | Tap Treasury - 528
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Trade Commodities - 525 |  |  |  |  |  |  |  |  |  |  |  |  |  | Trade Commodities - 525
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Manage Trade Agreements - 529 |  |  |  |  |  |  |  |  |  |  |  |  |  | Manage Trade Agreements - 529
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | [NAME] |  |  |  |  |  |  |  |  |  |  |  |  |  | [NAME]
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Build Roads - 523 |  |  |  |  |  |  |  |  |  |  |  |  |  | Build Roads - 523
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Claim Hex - 518 |  |  |  |  |  |  |  |  |  |  |  |  |  | Claim Hex - 518
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Clear Hex -518 |  |  |  |  |  |  |  |  |  |  |  | 0 |  | Clear Hex -518 |  |  |  |  |  |  |  |  |  |  |  | 0
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Establish Farmland - 522 |  |  |  |  |  |  |  |  |  |  |  |  |  | Establish Farmland - 522
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Establish Settlement - 519 |  |  |  |  |  |  |  |  |  |  |  |  |  | Establish Settlement - 519
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Establish Work Site - 524 |  |  |  |  |  |  |  |  |  |  |  | 0 |  | Establish Work Site - 524 |  |  |  |  |  |  |  |  |  |  |  | 0
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Go Fishing - 522 |  |  |  |  |  |  |  |  |  |  |  |  |  | Go Fishing - 522
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Fortify Hex - 523 |  |  |  |  |  |  |  |  |  |  |  |  |  | Fortify Hex - 523
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | [NAME] |  |  |  |  |  |  |  |  |  |  |  |  |  | [NAME]
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Harvest Crops - 522 |  |  |  |  |  |  |  |  |  |  |  |  |  | Harvest Crops - 522
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Irrigation - 524 |  |  |  |  |  |  |  |  |  |  |  |  |  | Irrigation - 524
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Build Structure - 518 |  |  |  |  |  |  |  |  |  |  |  |  |  | Build Structure - 518
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Demolish - 523 |  |  |  |  |  |  |  |  |  |  |  |  |  | Demolish - 523
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Recover Shaken Army - 568 |  |  |  |  |  |  |  |  |  |  |  |  |  | Recover Shaken Army - 568
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Recover Weary Army -568 |  |  |  |  |  |  |  |  |  |  |  |  |  | Recover Weary Army -568
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Deploy Army - 567 |  |  |  |  |  |  |  |  |  |  |  |  |  | Deploy Army - 567
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Garrison Army - 567 |  |  |  |  |  |  |  |  |  |  |  |  |  | Garrison Army - 567
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Outfit Army - 568 |  |  |  |  |  |  |  |  |  |  |  |  |  | Outfit Army - 568
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Recovery Mired or Pinned Army - 568 |  |  |  |  |  |  |  |  |  |  |  |  |  | Recovery Mired or Pinned Army - 568
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Recover Lost Army -568 |  |  |  |  |  |  |  |  |  |  |  |  |  | Recover Lost Army -568
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Recover Damaged Army -568 |  |  |  |  |  |  |  |  |  |  |  |  |  | Recover Damaged Army -568
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Offensive Gambit - 567 |  |  |  |  |  |  |  |  |  |  |  |  |  | Offensive Gambit - 567
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Recover Defeated Army - 568 |  |  |  |  |  |  |  |  |  |  |  |  |  | Recover Defeated Army - 568
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Train Army - 569 |  |  |  |  |  |  |  |  |  |  |  |  |  | Train Army - 569
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Reconnoiter Hex - Vance Kingdom Rules |  |  |  |  |  |  |  |  |  |  |  |  |  | Reconnoiter Hex - Vance Kingdom Rules