Kingmaker in Eberron
The greatest asset of any kingdom are its cities, for it is
here that the bulk of a kingdom’s citizens live, its armies
train, its culture develops, and its future is forged. The
rules presented here are designed to support the rules for
kingdom building presented in the first portion of this
article and to give players a visual representation of a city
(the city grid) they helped to build up from scratch.
Reading the Grid
The city grid consists of 36 city blocks, each arranged
into nine larger squares. Each block is separated by alleys,
while each square is separated by streets. The nine squares
themselves are in turn bordered by four sides—each side
represents a border to the entire city district. A district
border can represent a city wall, a river, a lake or ocean
shore, a cliff, or merely the transition from one city district
into another. For larger cities, you can prepare multiple
districts sharing common borders.
As the PCs build structures and locations, they can place
cut-out representations of their buildings into these city
blocks, eventually creating a visual representation of their
Preparing the Site
Once you select a location for your city (which must be in
a hex you have explored and cleared), you must pay to have
the site cleared and prepared to support the city’s roads
and buildings. The cost and time required to clear space in
various terrains is detailed on the table on page 59.
Once you finish preparing the site, decide which of the
district’s borders are water (in the form of riverbanks,
lakeshores, or seashores) or land. Record these choices at
each border on your city grid. In addition, adding a city
district to a kingdom increases its Consumption by 1.
The City Grid in Play
You can use your city grid to aid in resolving encounters or
adjusting kingdom or city statistics.
Destroyed Blocks: If an event destroys one or more
blocks, the devastation causes +1 Unrest per destroyed
block. The cost to build the replacement structure is
halved if the replacement is the same type of structure as
the one that preceded the destruction.
City Grid Scale: Although combat encounters in a city
should still be played out normally, you might need to
determine how long it takes for someone to travel from
one location to another in the city in the case of multiple
encounters. In this case, treat each city block as if it were a
750-foot square—this means that an entire city district is
about 1 square mile in size.
When using these rules to build a settlement, the city’s
base value (see Pathfinder RPG Core Rulebook, pages 460–
461) starts at 200 gp. It increases as you construct certain
buildings, like shops and marketplaces.
Building A City
Once you’ve prepared your city district, you can start to
build. The placement of buildings in your district is left
to you, but two-block and four-block structures cannot be
split up (although they can span streets). When you decide
to place a building, you can use the cut-out icon for the
appropriate type of structure and affix the building where
you wish in your city grid. It takes 1 month to construct a
building, no matter what size the building is—its benefits
Population: A city’s population is equal to the number
of completed blocks within its districts × 250. A city
grid that has all 36 blocks filled with buildings has a
population of 9,000.
Defensive Modifier: A city’s Defensive Modifier can
be increased by building certain structures (such as city
walls) and has an impact on mass combat (see Pathfinder
Adventure Path volume #35). Keep track of your city’s
Defensive Modifier, but until the city is attacked by an
invading army (something scheduled to occur later in the
Kingmaker Adventure Path), this value is not used.
Base Value: The base value associated with a city
built in this manner is tied not to its size but rather to
the number of Economy-based buildings it has. Each
such building, whether it’s a shop, tavern, or brothel,
increases a city’s base value. Any magic item equal to
or lower than this base value in cost is available for
purchase 75% of the time—this check may be made
again every month (as new stock comes and goes). Any
nonmagical item from the equipment chapter in the
Pathfinder RPG Core Rulebook is always available if its cost
is lower than the city’s base value. Cities with multiple
districts add the individual base values of each district
together to determine the entire city’s base value, with
an upper limit of 16,000 gp per city.
At the GM’s whim, using construction magic (such as
a lyre of building or spells like fabricate or wall of stone)
can reduce the cost of a building’s BP by 2 (minimum
of 0 BP). This is a one-time reduction, regardless of the
amount of magic used.
Magic Item Availability: A certain number of more
powerful and valuable magic items are available for
purchase in any city, although these items tend to be
of a somewhat random nature as new items are found
or created and enter the economy. As with base value,
a community’s size does not influence the number
of magic items above base value that are available for
purchase. Instead, these items become available as
certain buildings (like academies or magic shops) are
added to a city. Whenever such a building is added
to a city, place an “X” in one of the boxes next to the
appropriate item category to indicate that the city has
gained a “slot” in that category. During every Upkeep
phase, randomly roll a magic item of the appropriate
category for each empty slot.
After it is generated, a magic item remains on the market
until it is purchased. Alternatively, once per Income phase,
a kingdom can make Economy checks to try to sell items;
once the item is sold, its slot remains empty until the next
Upkeep phase (see page 61).
Adding buildings to a city is one of the most efficient ways
to enhance your kingdom’s statistics, as each block of
buildings added to a city in your kingdom grants a specific
bonus. Page 62 presents icons for 31 one-block buildings,
eight two-block buildings, and four four-block buildings.
Descriptions of each of these buildings, as well as the
bonuses it provides once it’s added to a city, are listed below.
The building’s BP cost and any prerequisite buildings that
must be built first are listed in parentheses after its name.
The building’s benefit to the city and kingdom once it is
constructed is listed last in italics. If a building affects
Unrest, it does so only once, when it is first constructed.
A fair amount of additional residential structures are
common amid most one- and two-block structures.
Academy (52 BP): 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;
Arena (40 BP): 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.
Barracks (12 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 beermaking, winemaking,
or similar use. Loyalty +1, Stability +1.
Brothel (4 BP; must be adjacent to 1 house): A place to
pay for companionship of any sort. Economy +1, Loyalty +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): The home of the city’s leader or the heart
of its defenses. Halves cost of 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): 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.
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.
Loyalty +1, 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; Loyalty +1, Stability +1.
Garrison (28 BP): 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,
Graveyard (4 BP): A plot of land to honor and bury the
dead. Economy +1, Loyalty +1.
Guildhall (34 BP; must be adjacent to 1 house): A large
building that serves as headquarters for a guild or similar
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 1 house): 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,
Jail (14 BP): A fortified structure for housing criminals.
Loyalty +2, Stability +2; Unrest –2.
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 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, and bargain
hunters. 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.
Monument (6 BP): A monument can be a statue of a city
founder, a bell tower, a large tomb, or a public display of
art. Loyalty +3; Unrest –1.
Noble Villa (24 BP): A sprawling manor with luxurious
grounds that houses a noble. Halves cost of Exotic Craftsman,
Luxury Store, and Mansion in same city; Economy +1, Loyalty +1,
Park (4 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; +1
Economy, +1 Stability.
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,
Temple (32 BP): A large place of worship dedicated to a
deity. Halves cost of Graveyard, Monument, and Shrine in same
city; 2 minor items; Loyalty +2, Stability +2; Unrest –2.
Tenement (1 BP): A staggering number of low-rent,
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): 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 Hall (22 BP): 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,
Tradesman (10 BP; must be adjacent to 1 house): A
shopfront for a tradesman, such as a baker, butcher, candle
maker, cooper, or rope maker. City base value +500 gp; +1
Economy, +1 Stability.
Watchtower (6 BP): A tall structure that serves as a
guard post and landmark. +1 Stability; +2 Defense Modifier;
Waterfront (90 BP; must be adjacent to a water border):
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.
New City Buildings
House Cannith Enclave (78 BP): A House Cannith Enclave provides your population with access to magic items, scrolls and spells. In addition, it allows for the construction of a House Cannith Research Facility.
City Base Value +2,100 gp; Gain Magic Items 8 minor items, 1 medium items Economy +1
House Cannith Research Facility (108 BP): You must construct this building next to the House Cannith Enclave. A House Cannith Research Facility provides your population with access to the newest and greatest magical creations in House Cannith’s arsenal.
City Base Value +2,900 gp; Gain Magic Items 4 medium items, 3 major item; Economy +2; Unrest +1
House Lyrandar Airship Station (82 BP): The docking tower for Lyrandar airships inspires confidence in your kingdom and provides a steady stream of income from the new trade routes.
City Base Value +1,000 gp; Economy +2; Stability +2; Unrest -1
House Orien Lightning Rail Station (76 BP): The lightning rail has brought passengers near and far to all corners of Khorvaire. It can improve your kingdom by increasing the intermingling of ideas and providing your citizenry the ability to move all throughout the world. Special: Must connect to a lightning rail line through the rail line improvement.
City Base Value +1,200 gp; Economy +3; Loyalty +2