Kingdom Building

Kingdom Building is an excellent chance for players to truly shape the world in their own image. In a Living World campaign, this is almost a requirement so that players can alter the story how they desire. Naturally, we have to include our own rules on the topic. Note that some official rules may be directly reproduced here just so reading them isn't as much a nightmare for you as it was for us. (Credit to Fiend's Reach for several things listed here, including slightly simplified rules and changed leadership abilities/skills for leaders).

Clearing a Hex
Before you can begin building a settlement, you need to both explore a hex (See Downtime Homebrew or the chart below) and then request a session to clear it out. Once you've concluded the session successfully, you may spend 1,000 GP setting up camp, clearing out obstructions, and building light infrastructure in the region.

Laying the Foundations
Now that you've cleared the area of monsters and set up a basic camp for workers and early settlers to use, it's time to break ground on the real construction effort (Table courtesy of Fiend's Reach). 1. Exploration Time represents the time needed for a typical party (assumed at 30 ft. speed) to completely scout a hex.

2. Preparation Time represents the time necessary for laborers to make a hex ready for a real settlement. Plains are already ready, and thus need no time.

3. Preparation Cost represents the funds necessary for laborers to move obstructions out of the way.

4. Caverns can be found under any hex except for Marshes. This is an additional hex that only exists underground and it must be scouted, cleared, and prepared separately.

5. Treat as the longest/most expensive land tile adjacent.

Days spent on Preparation do not consume your Downtime Action. You may spend additional Labor to speed up the Preparation time (down to 50% of the base time). The ratio is 10 Labor:1 Day removed. You are not limited by any spending limits to do this.

The Settlement Rises
Once you've finished preparing a settlement (after scouting AND clearing it, of course), you'll finally get a settlement of your own to boss around.

The first thing to note is the size of your settlement, both in terms of Population and Lots.

Population: Population is equal to your number of filled Lots x 250. Thus, a completely filled District (36 Lots) has a population of around 9,000 people. To determine Settlement Size (You will need this) along with Base Value, refer to the following chart.

Base Value: This determines the ease with which you can find a magic item in town. If an item's value is equal to or less than the Base Value of the Settlement, there is a 75% chance every given week you can find the item in town. There are buildings that can raise this base value in case you want more expensive items to become available.

Lots: Each settlement consists of 1 District. A District is a 3x3 grid of Lots (Thus, 36 lots in total). If you ever run out of room and want to expand, you must pay the Preparation Cost for that Hex again, as well as wait the same Preparation Time. This adds 1 additional District to that settlement.

A settlement District consists of about 1 square mile. You can have only 3 Districts per Hex. If you wish to expand your Kingdom and build another District beyond this, you must spend the time and money to scout, clear, and prepare an adjacent tile.

The first thing you'll probably want to do is start building so your settlement can actually do something for you. Refer to the following chart for BP costs.

Table: BP Conversion Refer to the Downtime Rules for Buildings you can build. Note the modifiers for each building that you want to add as you begin constructing them. If you want to build a building from the Kingdom Building Rules, convert the requisite GP into the appropriate amount of BP using the chart above, assuming for each point of BP it takes 5 days of construction. Then, find a similar building under Downtime Rules to use for Earnings. Use the following conversions when it comes to Kingdom stats:

Loyalty = Law

Stability = Society

Unrest = Danger/Consumption1

1 Use as consumption when rolling on the kingdom events table only

All buildings consume 1 Lot.

Your first buildings should be an Inn, Shrine, Monastery, or Watchtower. You should also construct a House, Mansion, Tenement, or Noble Villa. If you first build an Inn, you must construct a House or Shrine next to it.

Players building in your settlement
If a Player wishes to build in your settlement, regardless of the size their building, it takes up 1 Lot. They build using the Downtime rules, and must pay all the costs themselves. Once the building is complete, the owner of the settlement should make sure the settlement leader is aware of its Earn scores (How much Capital it can earn per check for each type).

Some rooms in player owned buildings can affect kingdom stats directly, such as a gambling hall adding Danger. Players are expected to make settlement owners aware of such stat effects, but Settlement Owners in-character will not know where the extra Danger (or otherwise) is coming from without using divination magic or engaging in the Investigate A Crime downtime action.

If the Owner is unable to figure out what building should fit the player's downtime building, staff can be asked for help.

A player-building can Earn Capital for both the Player and the ruler of the settlement in which the building exists.

Conversion of BP to GP/Acquiring GP
So, you thought yourself clever and made a settlement to make yourself rich, huh? Conversion of BP to GP, or embezzlement to use the correct term, can be a neat trick to get around the typical GP limit at high level. BP generated by your kingdom and then converted into GP does not count against your cap.

However, for every BP you convert (2,000 GP worth), your Danger increases by 1 as the citizens grow despondent at rumors of their ruler taking advantage of them.

If you instead just move GP out of the treasury and into your pocket, since most businesses generate pure GP in place of BP now, the same rate applies (with a minimum of +1 Danger should you take under 2,000 GP).

Any leader in a kingdom may convert treasury GP for their own personal use, but there's no way to hide the loss of money. You can attempt to cover your embezzling tracks, but anyone looking into the issue may use the Investigate A Crime downtime action to figure out where the money is going. For each point of Danger you cause by a single withdrawal, the DC to find the culprit (You) decreases by 3.

Kingdom Stats
Vitally important to kingdoms, the stats determine how well off your kingdom is.

Size: How many hexes you've established settlements on. By default, all Kingdoms obviously have Size 1.

Population: 250 x Filled Lots. Use this on a per settlement basis to determine the cost of BP.

Treasury: The amount of BP your kingdom has stored up to now. You can have a Treasury below 0, but this causes Danger.

Danger: How dangerous it can be to live in your society. This depends on the size of your settlement, along with the presence of certain buildings or lack of vital leaders. You add this number to your Downtime Events table when rolling on it.
 * Special: Should your Danger increase to 30, your citizens become worried for their safety, and you may begin to lose Hexes. Each week that your Danger remains at 30, a leader (and only 1) may make a Leadership check (DC = 10 + Corruption - Society) to force the furthest hex from your capital to remain loyal.
 * Should your Danger increase to 40, your kingdom devolves into anarchy. Your buildings cannot produce any capital and the leaders must make leadership checks each week (DC = 10 + Corruption - Society) or be ousted from their positions by force. Such leaders can never resume their old position, at least not without a special session where they use pure force to put down the rebels.

Use this chart to determine your settlement's values based on type:

Table: Type Values 1 These affect Crime, Corruption, Economy, Law, Lore, and Society

Purchase Limit: The amount of GP that can be spent in a settlement per month. Large Towns and up have no Purchase Limit.

Settlement Modifiers
Corruption: How pliable the city's guards are to be bribed, how honest the citizens are, how easily bought the elected officials are. 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 (Loyalty): 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.

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 (Stability): 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.

Terms
Alignment: Every Kingdom has an alignment, decided when it is formed. This reflects the general outlook and behavior of the citizens, though obviously individuals will differ when it comes to real alignment. Build Points: Abbreviated BP. This is an abstract concept, usually consisting of the various supplies and materials necessary to keep infrastructure functioning.
 * Once decided, apply the following modifiers:
 * Chaotic: +2 Lore
 * Evil: +2 Economy
 * Good: +2 Economy
 * Lawful: +2 Law
 * Neutral: +2 Society (Double this for True Neutral kingdoms)

Economy: The productivity of your citizens and how good your trade is. This will initially be 0 + your kingdom's Alignment + Leadership modifiers. Add this number to any Capital you produce with the Earn Capital action in this settlement. PCs who settle in your settlement can also benefit from this.

Consumption: The Size of your Settlement (how many hexes it has built on or occupies) + any relevant modifiers from settlement events. You must pay this cost in terms of BP at the end of each month for your settlement to continue functioning. You determine the cost of BP by checking your settlement's Type against the BP conversion table. See Table: BP Conversion.

Leadership Check: When you are asked to make a Leadership check, roll 1d20 + your Leadership score and check the result vs the listed DC.

Leaders
Leaders are the...leaders of a Kingdom. They can only be PCs. There are a lot of roles to fill, but fortunately you don't need every single one of them filled.

Each Leader modifies certain statistics, which is noted under Benefit(s). If you have no Leader for that position, check the Vacancy Penalty to see how to modify your kingdom. Each Leader has at least one Leadership Skill, and every 5 ranks they have in that skill increases their modifier to a statistic their position modifies by 1.

Ruler
The Ruler is the highest-ranking person in the settlement, above even the other settlement leaders, 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 Kingdom attribute (Economy, Law, Lore, or Society). Apply your Charisma modifier to this attribute. Once your settlement becomes a Small City, you can apply it to a second attribute. Once your settlement becomes a Metropolis, you may apply it to a third attribute.

You can also choose to select Danger, but rather than increasing Danger, Danger is decreased by your Charisma modifier to a minimum of 0. Additionally, when your settlement's Danger would otherwise increase, subtract your Charisma modifier from this to reduce the 'damage.' This can reduce a Danger increase to 0, and thus prevent 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.

Special: If you use the Unorthodox Leadership RP option and change your leadership stat from Charisma, use that stat in place of Charisma for all Ruler modifiers. This does NOT apply to any other leadership role.

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)

Consort
The Consort is usually the spouse of the Ruler, and spends time attending court, speaking with and advising nobles, touring the kingdom to lift the spirits of the people, and so on. In most kingdoms, 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. Subtract this from Corruption.

Vacancy Penalty: Society decreases by 2. Corruption increases 2. Danger increases by 5.

Leadership Skill: Knowledge (local)

General
The General is the highest-ranking member of the kingdom’s military. If the kingdom has an army and a navy, the heads of those organizations report to the kingdom’s General. The General is responsible for looking after the needs of the military and directing the kingdom’s armies in times of war. 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) or Survival

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)

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 ensures that the kingdom’s laws are being enforced in the remote parts of the kingdom as well as in the vicinity of the capital. The Marshal is also responsible for securing the kingdom’s borders. He organizes regular patrols and works with the General to respond to threats that militias and adventurers can’t deal with alone.

Benefit(s): Add your Dexterity modifier or Wisdom modifier to Economy

Vacancy Penalty: Economy decreases by 4. Danger increases by 5.

Leadership Skill: Survival

Royal Enforcer
The Royal Enforcer 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 Royal Enforcer 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

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) or Appraise

Warden
The Warden is responsible for enforcing laws in larger settlements, as well as ensuring the safety of the kingdom leaders. The Warden also works with the General to deploy forces to protect settlements and react to internal threats.

Benefit(s): Add your Constitution or Strength modifier to Law. Decrease Danger by 5.

Vacancy Penalty: Law decreases by 2. Danger increases by 5.

Leadership Skill: Intimidate or Knowledge (Local)

Kingdom Turns
Unlike the Kingdom Building Rules in base Pathfinder, there are no Kingdom Turns in this game.

Instead, see the following rules:
 * Each week (Usually on Fireday) you and your leaders must spend a Downtime Action in your kingdom to represent handling your duties in the kingdom, whether it be enforcing the law, spying on your enemies, or issuing royal proclamations and making public appearances.
 * Pay your Consumption cost at the end of the month. Consumption is calculated by adding up your Size, modified by Settlements and terrain improvements. 1 Consumption equals 1 BP, which you can pay from your Treasury or with personal GP.
 * If you have no way to pay for Consumption, you enter Debt. During this time, official businesses can only pay anything they earn towards paying this off. Once enough GP is earned to pay off your Debt, you can continue earning money from your businesses.
 * Each month, should your settlement(s) have buildings with Magic Item Slots, you may roll to see what magic items are available in these slots. Such items are available at a 75% discount (see below).
 * To Earn Capital from your kingdom, add up all the modifiers from its Official Businesses (That is, any player owned businesses as well as your own businesses in the kingdom).
 * Each week, you may roll for a Downtime Event to affect one of your businesses or other buildings in your settlement. Add your Danger score to this roll. If you do not want to do this, you don't have to.
 * At the end of each month, roll on the Kingdom Event table. If you roll a Beneficial Event, subtract your Danger from the roll on the Beneficial Event table. If you roll a Dangerous event, add your Danger on the roll on the Dangerous Event table. Use the same conversions for attributes as referenced earlier. If your Consumption becomes increased, add it to your total Consumption at the end of the month. Likewise, if an event reduces Unrest, reduce your end of month Consumption and vice versa.
 * Due to the changes from base Kingdom Building rules, some events may have no real punishment (What does it matter if you take a -4 to Law checks if you never roll any anyway?) but they do present interesting RP or session opportunities.

Kingdom Statblock
To make your life easier, here is what you should be putting together in order to get your Settlement's statblock.

Name
Your kingdom needs a name, however dumb it might be.

Alignment and Type
Alignment, described earlier, affects some of your settlement modifiers. Type can range from Thorpe to Metropolis based on population.

Modifiers
This is where you indicate your Settlement's Crime, Corruption, Economy, Law, Lore, and Society.

Qualities
When you first build a settlement, you may select one Quality. As noted on the Type Values chart, you gain additional Qualities as your settlement grows in population. You may select from any Qualities, even 3pp ones.

Disadvantages / "Deficiencies"
You may choose to inflict any number of Disadvantages on your settlement. Your GM may also have some disadvantages in mind depending on how the clearing session went. For each Disadvantage you gain, you get one extra Quality.

Government
Describe how your settlement is governed and ruled. The type of government a settlement has affects several values.

Population
An average of the number of people that live in your settlement. This is determined by multiplying your filled Lots by 250. This determines the Type of your settlement, but otherwise has no impact. After listing a settlement's total population, list the racial breakdown in parentheses.

Notable NPCs/PCs
These are the movers and shakers in your settlement, and most often the leaders. While NPCs cannot fill Leadership roles, you're free to create as many NPCs that you want to flavor your settlement with as you please.

Note characters by full name, with their alignment, gender, race, class(es), and level in parentheses.

Base Value and Purchase Limit
The Base Value and Purchase Limit of a settlement are determined by its Type. Base Value indicates the kind of magic items that can be found in a settlement. If the item has a value of less than or equal to the Base Value, there is a 75% chance it can be found in the settlement that week.

Spellcasting
This determines the highest spell level available from NPC casters. If you want to copy a spell as a wizard, or require casting services for other reasons, you're limited by this stat.

Defense
This modifier is added to by certain Defensive structures. This is only used for mass combat rules, but keep this handy anyway in case your settlement becomes besieged.

Settlement Magic Items
Each settlement can roll to determine what items that month are available on 75% (25% off) discount by the various stores in the settlement. Refer to the following charts for determining how you can roll.

Table: Magic Items by settlement type Table: Random Magic Item Generation Once you have rolled to determine the types of items available to your settlement, refer to the following pages for the tables to generate the magic item. All Wands are assumed to be at full charge. If you're required to roll either lesser or greater X items, roll a 1d4, and on a 4 roll on the greater table:

Armor & Shields

Weapons

Rings

Rods

Staves

Wondrous Items

When you roll a Potion, Wand, or Scroll, use the following tables instead of any others on the SRD or Archives to determine their Spell Level:

Table: Minor Wands Table: Medium Wands Table: Major Wands Table: Minor Potions Table: Medium Potions Table: Major Potions Table: Minor Scrolls Table: Medium Scrolls Table: Major Scrolls

Once you've rolled your Potions, Wands, or Scrolls' Spell Level, roll on the following tables (determined by whether it's a wand, potion, or scroll) to determine what class spell list they come from (Should you get an impossible combination, such as Ranger Level 0, reroll on the Class Spell List table):

Table: Class Spell List (Wand)

Table: Class Spell List (Potion) Table: Class Spell List (Scroll)

Once you've determined what items are on sale in your settlement, you can post the results in your settlement's OOC channel. You may also skip doing this, as it is can be a major pain. If you rolled scrolls, potions, or wands, take their spell level and class list and list them as a generic item, for example "3rd Level Paladin Wand." All items on sale can be sold in infinite amounts until replaced the next week.

Hex Improvements
If you desire further improvement to your settlement, you can expend additional capital on adjacent hexes to provide benefits to your Kingdom. The time required to build an improvement is the same as the preparation time for the hex it is being built upon.

Unique hex improvements courtesy of Fiend's Reach.

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 a hill or mountain hex; can pass through any type of hex.

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

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

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

Terrain: any hex that contains 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/Desert/Jungle/Marsh/Mountain: 3,000 GP; Hills: 2,250 GP; Forest: 1,500 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. (Water crafts 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, Canal, or Hill. 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 using more than 1 Farmland room must be approved.

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): See the Highway portion of Overland Travel, the usual benefit being no longer taking a penalty to travel time.

Cost: Cavern/Desert/Jungle/Marsh/Mountains: 6,000 GP; Hill: 4,500 GP; Forest: 3,000 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, as well as one of the few that only be built outside a settlement. This building earns +100 Goods. A Mine can also increase the spending limit on Goods in one connected settlement. Treat this connected settlement as if it were on 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, as well as one of the few that can only be built outside a settlement. This building earns +100 Goods. A Quarry can 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.

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 first pay for clearing out a hex (1,000 GP), you create a Road in that hex. All Hex Improvements must be connected to a 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. When traveling across a road, refer to the Overland Travel table to see whether your speed is impeded anymore.

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

Sawmill
A sawmill centralizes on 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 be built outside of a settlement, and only outside of a settlement. This building earns +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 a strategic location near a settlement so it can 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 your kingdom is to establish a satellite settlement. This is a settlement connected to the parent settlement. This is done by building a second settlement in an adjacent hex or a hex connected by roads. 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 its 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.

Abdication
You are free to abandon your kingdom at any time, or at least your ruling duties. If you flee without appointing someone to take over, the Ruler role becomes vacant and the settlement suffers the vacancy penalty 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 (whilst beating the DC) becomes the Ruler.

Anyone making this check may spend Influence to give themselves a +2 bonus per Influence point spent. Influence must be spent before the roll is made, and you can only benefit from a maximum of +10. Any current leaders of the settlement receive a +5 bonus to their check.