Downtime - Settlement Building

Build Points and GP Conversion
The units of a city’s wealth and productivity are build points (BP). Build points are an abstraction representing the city’s expendable assets, not just gold in the treasury. Build points include raw materials (such as livestock, lumber, land, seed, and ore), tangible goods (such as wagons, weapons, and candles), and people (artisans, laborers, and colonists). Together, these assets represent the labor and productive output of your citizens.

At the DM’s discretion, Gold may be converted into BP. The conversion rate depends on the Size of your kingdom, as shown in the following table.


The GM may also allow you to discover a cache of goods worth BP (instead of gp) as a reward for adventuring, giving you the seed money to found or support your settlement.

Settlements Details
You can use the city Grid to create the initial design for your settlement and decide where to place additional buildings as it grows. The City Grid is divided into many large blocks. On each block you may construct a building, and each building affects your city’s attributes (such as Economy, Loyalty, and so on.)

The placement of buildings in your district is up to you. Some buildings (such as the Guildhall) take up more than 1 lot on the grid. You can’t divide up these larger structures, though you can place them so they cover a street. (Streets do not count as lots.)

Construction: Construction is completed at the end of the downtime in which you spend the remaining BP for the building. A building’s benefits apply to your settlement immediately.

A building takes one week of build time for every two BP in it’s cost. (So, as an example, a 50 BP building requires 25 weeks to build).


Settlement Attributes
All settlements, despite size, have the following eight attributes.

Economy – A measure of how much money enters the city and the development of build points.
Loyalty – A measure of how loyal the people of the city are to the rulers.
Defense – A settlement’s Defense is used during mass combat. It otherwise has no effect unless the settlement is attacked.
Stability – A measure of how likely a city is to thrive without direct influence from it’s rulers
City Base Value – The base value of a settlement is used to determine what magic items may easily be purchased there. There is a 75% chance that any item of that value or lower can be found for sale in the settlement with little effort. The base value of a new settlement is 0 gp. A settlement’s base value can never increase above the values listed in Table: Settlement Size and Base Value.
Unrest – How likely negative events might effect other attributes.
Consumption – The health of the people.
Population – The number of people who make the settlement their home. This helps determine the characteristics and status of the settlement.

Founding a Settlement
Your city is the character’s base of operations, where they can rest between adventures and where your citizens know they can find you if they need help or want to pay their taxes.

A beginning settlement must begin with:

  • an Inn, Shrine, Monastery, or Watchtower
  • at least 1 House, Mansion, Noble Villa, or Tenement.
    If the first building was an Inn, you must construct a House or Tenement next to it, as building an Inn requires an adjacent House or Tenement.

Building Purchases

Academy (52 BP; 1 × 2 city blocks): An institution of higher learning that can focus on any area of knowledge or education, including magic. Halves cost of Caster’s Tower, Library, and Magic Shop in same city; 3 minor items, 2 medium items; Economy +2, Loyalty +2.

Alchemist (18 BP; must be adjacent to 1 house): The laboratory and home of a creator of potions, poisons, and alchemical items. City base value +1,000 gp; 1 minor item; Economy +1.

Arena (40 BP; 2 × 2 city blocks): A large public structure for competitions, demonstrations, Team sports, or bloodsports. Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts; Stability +4; limit one per city.

Aviary (6 BP): A building to cultivate birds to keep the area free from small pests and to send messengers throughout the lands. Stability +2. Consumption -1.

Baker (6 BP): A building for baking breads and other baked goods. Economy +1, Stability +1. Consumption -1.

Bank (30 BP): (1 city block) A place to store valuables and exchange monies. Economy +1, Stability +1; City value +1,000 gp.

Barracks (8 BP): A building to house city guards, militia, and military forces. Defense Modifier +2; Unrest –1.

Black Market (50 BP; must be adjacent to 2 houses): A number of shops with secret and usually illegal or dangerous wares. City base value +2,000; 2 minor items, 1 medium item,
1 major item; Economy +2, Stability +1; Unrest +1.

Brewery (6 BP): A building for beer-making, winemaking, or spirits production. Loyalty +1, Stability +1.

Brothel (6 BP; must be adjacent to 1 house): A place to pay for companionship of any sort. Economy +1, Loyalty +2; Unrest +1.

Butcher (6 BP): A building for slaughtering animals and selling meat. Loyalty +1, Economy +1.

Carpenter (30 BP; must be adjacent to a mill; maximum 1 per city; 1 × 2 city blocks): A building for the production of wooden objects and building materials. Reduces the cost of all buildings by 1 BP; Economy +2.

Caster’s Tower (30 BP): The home and laboratory for a spellcaster. 3 minor items, 2 medium items; Economy +1, Loyalty +1.

Castle (54 BP; 2 × 2 city blocks): The home of the city’s leader and the heart of its defenses. (See Castle Additions below.) Halves cost of Keeps, Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; Unrest –4; limit one per city.

Cathedral (58 BP; 2 × 2 city blocks): The focal point of the city’s religion and spiritual leadership. Halves cost of Temple or Academy in same city; halves Consumption increase penalty for promotion edicts; 3 minor items, 2 medium items; Loyalty +4; Unrest –4; limit one per city. See expanded Cathedral rules at bottom of document

City Wall (8 BP): City walls do not occupy a city block—rather, purchasing a city wall fortifies one of a district’s four outer borders. A city wall cannot be built on a water border. Defense Modifier +4; Unrest –2.

Dump (4 BP): A centralized place to dispose of refuse. Stability +1.

Exotic Craftsman (10 BP; must be adjacent to 1 house): The workshop and home of an exotic craftsman, such as a creator of magic items, a tinker, a fireworks maker, or a glassblower. 1 minor item; Economy +1, Stability +1.

Fairgrounds (6 BP): (4 city blocks) This wide open field is designed to hold festivals without crowding into city streets. Loyalty +1; Unrest -1; reduce a festival’s consumption by 1 BP.

Fletcher (6 BP): An arrow maker and archery supply shop. Economy +1, Stability +1.

Foreign Quarter (94 BP): An area of the city for ambassadors, entertainers, entrepreneurs and merchants from far lands, these areas are designed to bring foreign interests to a city. A Foreign Quarter reduces the build cost of markets and Theaters in the same city. A demolished Foreign Quarter can be used to build a new Market or Theater for half of its build cost. City base value +3,000 gp; Halves cost of Market and Theaters in the same city; Economy +3, Stability +3; limit one per city.

• Mercantile Contacts: You can attempt to use merchant contacts to find or sell a specific magic item, making an Economy check for each item. If successful, a merchant finds the items and delivers them at the beginning of the next build phase. These items are available for purchase at the market price and are only available until the end of the month. Artifacts are not able through mercantile contacts.
• Visiting Diplomats: Diplomats from neighboring kingdoms arrive to participate in a fete held in their honor. If the city size is between 3 and 25 squares, the city rulers can invite one diplomat; between 26 and 50 squares, two diplomats; 51 and 100 three diplomats; and over 100 squares, an additional diplomat for every 100 squares. Whether or not the diplomats show up depends on the relationships between the kingdoms. You gain a +2 bonus on Economy checks for every diplomat that shows up to the fete until your next event phase.

Fortress of the Faith (80 BP): Citadels built by belief as much as the mortar that binds them, these edifices educate and train fellow followers. In addition, paying this Consumption cost reduces Unrest by one point. A demolished Fortress of the Faith can be used to build a new Garrison or Temple for half of its build cost. Halves cost of Garrison or Temples within 6 hexes; Consumption +1, Loyalty +3, Stability +3; Defense Modifier +8. Consumption +1.

Garrison (28 BP; 1 × 2 city blocks): A large building to house armies, train guards, and recruit militia. Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2; Unrest –2.

Granary (12 BP): A place to store grain and food. Loyalty +1, Stability +1.

Graveyard (4 BP): A plot of land to honor and bury the dead. Loyalty +1.

Guildhall (34 BP; must be adjacent to 1 house; 1 × 2 city blocks): A large building that serves as headquarters for a guild or similar service organization. City base value +1,000 gp; halves cost of Pier, Stable, and Tradesman in same city; Economy +2, Loyalty +2.

Herbalist (10 BP; must be adjacent to 1house): The workshop and home of a gardener, healer, poisoner, or creator of potions. 1 minor item; Loyalty +1, Stability +1.

House (3 BP): A number of mid-sized houses for citizens. Houses serve as prerequisites for many other buildings. The first house you build during any Improvement Phase does not count against the total number of buildings you can build during the phase. Unrest –1.

Inn (10 BP; must be adjacent to 1 house): A place for visitors to spend the night. City base value +500 gp; Economy +1, Loyalty +1.

Jail (14 BP; must be adjacent to the Office of the City Guard): A fortified structure for housingcriminals. Loyalty+2,Stability+2;Unrest–2.

Keep (30 BP): A fallback place for defense. Loyalty +1, Stability +1, Defense Modifier +2; limit one per city district.

Library (6 BP): A large building containing books, often presided over by a sage or other scholar. Economy +1, Loyalty +1.

Luxury Store (28 BP; must be adjacent to 1 house): A shop that specializes in expensive wares and luxuries. City base value +2,000 gp; 2 minor items; Economy +1.

Magic Shop (68 BP; must be adjacent to 2 houses): A shop that specializes in magic items, scrolls and spells. City base value +2,000 gp; 4 minor items, 2 medium items, 1 major item; Economy +1.

Mansion (10 BP): A single huge manor housing a rich family and its servants. Stability +1.
Market (48 BP; must be adjacent to 2 houses): An open area for mercantile pursuits, traveling merchants, farm produce, and bargains. City base value +2,000 gp; halves cost of Black Market, Inn, and Shop in same city; 2 minor items; Economy +2, Stability +2.

Mill (6 BP; must be next to a water border): A building used to cut lumber or grind grain. Economy +1, Stability +1.

Millpond (3 BP; must be in a hex with a river): A millpond is a body of water formed by damming a small river or stream, which provides power for a mill. It often doubles as a fishing lake. A millpond functions as a water border for mills. Loyalty +1.

Monastery (30 BP): (4 city blocks) A place of quiet meditation and study. Halves cost of Library; Stability +2.

Monastery (6 BP): A place for monks to gather and train. Loyalty +1, Stability +1

Monument (8 BP): A monument can be a statue of a city founder, a bell tower, a large tomb, or a
public display of art. Loyalty +2; Unrest –1.

Noble Villa (24 BP; 1 × 2 city blocks): A sprawling manor with luxurious grounds that houses a noble family. Halves cost of Exotic Craftsman, Luxury Store, and Mansion in same city; Economy +1, Loyalty +1, Stability +1.

Office of the City Guard (8 BP): The local office of the Marshal and headquarters of the city guard. Loyalty +1, Stability +1; Unrest –1.

Park (6 BP): A plot of land set aside for its natural beauty. Loyalty +1; Unrest –1.

Piers (16 BP; must be adjacent to a water border): Warehouses and workshops for docking ships and handling cargo and passengers. City base value +1,000 gp; +1Economy, +1 Stability.

Siege Works (16 BP, must be adjacent to a smith): (1 city block) This workshop creates siege weapons and defenses for the city. Stability +1; Defensive Modifier +2; reduce siege equipment cost by 10%

Shop (8 BP; must be adjacent to 1 house): A general store. City base value +500 gp; Economy +1.

Shrine (8 BP): A small shrine or similar holy site. 1 minor item; Loyalty +1; Unrest –1. Smith (6 BP): An armor smith, blacksmith, or weapon smith. Economy +1, Stability +1.

Stable (10 BP; must be adjacent to 1 house): A structure for housing or selling horses and other mounts. City base value +500 gp; Economy +1, Loyalty +1.

Tannery (6 BP; cannot be adjacent to a house): A structure that prepares hides and leather. Economy +1, Stability +1.

Tavern (12 BP; must be adjacent to 1 house): An eatery or drinking establishment. City base value +500 gp; Economy +1, Loyalty +1.
Temple (32 BP; 1 × 2 city blocks): A large place of worship dedicated to a deity. Halves cost of Graveyard, Shrine, and Monument, in same city; 2 minor items; Loyalty +2, Stability +2; Unrest –2. See expanded temple rules at bottom of document

Tenement (1 BP): Cheap housing units. Tenements count as houses for the purpose of fulfilling building requirements, but building too
many tenements can increase a kingdom’s Unrest quickly. You can build a house over an existing tenement for 2 BP. Unrest +2.

Theater (24 BP; 1 × 2 city blocks): A venue for providing entertainment such as plays, operas, concerts, and the like. Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.

Town Commons (4 BP): A public venue for edits, gallows, gossip, town criers, wanted posters and flea markets. +1 Loyalty.

Town Hall (22 BP; 1 × 2 city blocks): A public venue for town meetings and repository for town records. Halves cost of Barracks,Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.

Tradesman (10 BP; must be adjacent to 1 house): A shop front for a tradesman, such as a candle maker, cooper, or rope maker. City base value +500 gp; Economy +1, Stability +1.

Training Site (6 BP, must be adjacent to barracks, garrison, or castle): (4 city blocks) An area for the army, guards, or militias to train. Stability +1; Defensive Modifier +2.

University (110 BP): A center of intellectual excellence where all manner of architects, engineers, inventors, and sages gather to experiment, philosophize and otherwise innovate.
• The cost to build farmlands and roads up to three squares away from the University’s city is reduced by half (minimum 1 BP).
• The time to prepare a city district site for building is reduced by one month (minimum of immediate). The site must be in the same city as the University.
• The BP cost of one new building that occupies no more than a four-block area is reduced by half (minimum 1 BP).
A demolished University can be used to build a new Academy or Guildhall for half of its build cost. City base value +1,000 gp; halves cost of Academy or Guildhalls in the same city; Economy +3, Loyalty +3; Defense Modifier +4, Consumption -1.

Watchtower (12 BP): A tall structure that serves as a guard post, defense and landmark. Stability +1; Defense Modifier +2; Unrest –1.

Waterfront (90 BP; must be adjacent to a water border; 2 × 2 city blocks): A port for arrival and departure when traveling by water, facilities for building ships, and a center of commerce.
City base value +4,000 gp; 3 minor items, 2 medium items, 1 major item; halves cost of Guildhall and Market in same city, halves Loyalty penalty for tax edicts; Economy +4; limit one per city.

Weaver (6 BP): A building for weaving fabric and making clothes. Economy +1, Stability +1.

Witch’s Hut (20 BP): The cottage workshop for a witch. 2 minor items, 2 medium items; Economy +1, Unrest +1.

Castle Additions
No two castles are identical. Most rulers prefer to customize their home for prestige or safety to their heart’s content. The following are a number of additions a castle may possess with their costs and benefits. Each castle addition counts against the building limit in Step 3 of the Improvement Phase.

Anti-Scrying Room (24 BP; academy must be in the city): A single room is protected by powerful magic making scrying and similar forms of detection into this room difficult. All Wisdom saves to resist scrying attempts gain advantage in this room.

Art Collection (6 BP; exotic craftsmen must be in the city): The halls and gardens of the castle display magnificent works of art from your people. Leaders gain advantage to all social skill checks with foreign nobility when in the castle.

Crenellated Wall (6 BP): Battlements along the castle’s outer wall, giving archers and other ranged defenders cover. Defense +1

Garden (6 BP; 1 × 1 city block, must be adjacent to the castle): A place to cultivate beautiful plants, trees and vistas. Leaders gains advantage to all Social skill checks with citizens of the kingdom when in the castle.

Moat (28 BP; Castle + Moat require 3 × 3 city blocks; no other additions requiring city blocks can be made to the castle; must be in a city district that borders water): Water surrounding the castle makes attacking the castle more difficult. Stability +2, Defense +6

Murder Holes (6 BP): A series of holes above the castle’s entrances allowing for boiling oil to be dumped onto attackers. Defense +1

Torture Chamber (6 BP; smith must be in the city): A room used to extract information out of prisoners. Leaders gain advantage on social skill checks against any prisoners. All tortured prisoners are considered hostile.

Wards (10 BP; must choose a creature type): Magic protects a single entrance to the castle that hinders certain creatures from entering. Repels all creatures of the designated type that fail a DC 20 Wisdom Save;such creatures need to make the save upon entering. Defense +2 against armies of designated type.

Develop Open Spaces
While the majority of a kingdom’s development is focused on cities, a ruler may also find it valuable to build throughout the countryside. Land development provides a strong presence of the crown and promotes security for the more remote regions. Unless it is otherwise stated, the development must be the only thing in the hex. Hexes containing cities cannot possess an open space development.

Apiary (6 BP): A beekeeper and hive system to make honey and pollinate the local farms. This can be built in the same hex as a farm. Economy +1, Loyalty +1.

Aqueduct (3 BP): Wood or stone structure providing freshwater to farms and cities away from rivers and lakes. This building can be in the same hex as any other development. Unrest –1; cities connected to a river via an aqueduct receive a +2 bonus to Stability.

Border Crossing (5 BP; must have a river or road): Constructed in a square adjacent to another kingdom or unclaimed area, the crossing provides military and monetary benefit by collecting tolls and warning of enemy movement. Economy and Stability +1.

Camp (8 BP): A home base for workers gathering natural resources in the area-such as logging in a forest, fishing at a lake, or clay in a swamp. Economy +1, Stability +1. This is doubled if the hex contains a “resource” like rare lumber, herbs, or fish: Economy +2, Stability +2.

Farms (2 BP in grassland hexes, 4 BP in hill hexes): Grow produce for the people of your kingdom. Farms can only be built in grassland and hill hexes. Reduce Consumption by 2 BP.

Fort (12 BP, cost is halved if built over an existing Lair or Cave): A small protected structure for country folk to retreat to in times of emergency. If later incorporated into a city, it counts as a watchtower. It can be in a hex with any other open space development. Stability +1, Unrest –1, Defense +2.

Fortress (46 BP, -5 BP if built in mountainous terrain, +10 BP if built in swamp terrain.): A fortress provides a defensive position and a safe place for travelers to stay. Economy, Loyalty, and Stability +1; Defense +4.

Herbal Cultivar (15 BP): Some herbs cannot be moved from where they grow naturally. In this case, the herbalist must live near the rare herb. Economy +2, Loyalty +1, Stability +1.

Mine (6 BP): A series of tunnels following the load vane (salt, gems, metal, mineral), It may also contain a miners camp, dump sites for the excess rock and a small refinery to make the ore or metal easier to transport. This development can only be built in hill and mountain squares. Economy +1, Stability +1. This is doubled if the square contains a resource like gold or iron ore; Economy +2, Stability +2.

Reservoir (6 BP): You declare a natural lake or other body of water in a hex to be a kingdom’s water source and order its protection. An aqueduct can be built from the reservoir. Loyalty +1, Unrest –1.

Royal Reserve (10 BP): An area of land set aside by the ruler preventing hunting by all but those invited by the ruler. This nature preserve can be used for food during poor growing season, a royal vacation spot, or a private warden training ground. Stability +2, Consumption -1.

Signal Tower (4 BP): Tall structure bearing a bright fire, alerting the kingdom of an emergency. It can be in the same hex as other developments. It cannot be built in a forest +1 Stability.

Vineyard (3 BP): A vineyard is a specialized farm that is built in hill hexes. Reduce consumption by 1 BP. If a vineyard is adjacent to a city, a Brewery can be built in that city for one less BP (minimum 1 BP).

Winery (10 BP in grassland hexes, 8 BP in hill hexes): A vineyard, processing and storage area. Wineries help to improve the nation’s morale by keeping the people in spirits and limits the need to import. Loyalty +1, Unrest –1. Reduce Consumption by 1 BP.

Downtime - Settlement Building

D&D: The Doom of Ardross dhennigar