Kingdom Rules: Buildings

Related Articles
You improve settlements by constructing buildings, which provide bonuses to the kingdom in general and the settlement in particular. Some buildings also intersect with the mass combat rules, notably with fortifications and reserve armies.

Building Descriptions

Buildings are described in the following format.
  • Building Name: The type of buildings contained in this lot. In most cases, each lot represents numerous buildings of that type, rather than a single edifice.
  • Cost: The cost in BP to construct the building.
  • Lots: How many lots the building fills. Buildings marked as Borders do not take up a lot, and you can have up to 4 of each type in a single district (one for each border). Buildings marked as Infrastructure do not take up a lot, as they represent upgrades to an entire district.
  • Kingdom: Building modifiers to Economy, Loyalty, and Stability stack, affect your entire kingdom, and are ongoing from turn to turn. Modifiers to Unrest occur once when the building is completed. This category also lists any bonuses to Fame (see Edicts, Fame, and Infamy) from having the building.
  • Discount: Some buildings halve the cost of constructing a related type of building in the same settlement. This cost reduction applies only to the first constructed building of the types listed in this line. For example, an Academy halves the cost of your next Library in that settlement; if you build a second Library in that settlement, you pay the normal cost for it. If 2 buildings give the same discount, only one discount applies per new building, but you may construct 2 buildings at the discounted cost. For example, Market and Theater both halve the cost of an Inn; if your settlement has a Market and a Theater, you may construct 2 Inns at half cost (the Market discounts one, and the Theater discounts the other).
  • Limit: This lists limitations on the number of buildings of this type, special requirements for adjacent buildings, or prohibitions against certain buildings being adjacent.
    For most buildings, you can construct as many of them as you want in a settlement, but some are limited in the number that can be built per settlement or district. For example, you can only construct 1 Arena per settlement.
    Some buildings require that you construct them adjacent to at least 1 or 2 of a specific kind of building or feature of the settlement. For example, a Shop or Tavern must be adjacent to a House or Mansion. The required adjacent building can only count toward 1 building that requires it. For example, if you have a House and a Shop, that House can’t be used to meet the requirement for another Shop or a Tavern; you have to construct a new House and use it to meet the requirement of the new Shop or Tavern.
    Some buildings cannot be adjacent to certain buildings. For example, you can’t construct a Tannery next to a House, Mansion, Noble Villa, or Tenement. If you want to use a lot for this type of building, you must demolish all prohibited adjacent structures first (see Demolition).
    If you get overzealous in constructing a particular type of building in a settlement, the GM should feel free to add events to discourage this practice. For example, a settlement with too many Dumps is prone to outbreaks of disease and pestilence, and a settlement with too many Graveyards may have problems with scavengers or undead. This should not occur, however, if you build too many Houses, Parks, Tenements, or Waterways.
  • Upgrade To/From: Some buildings can be converted into a more advanced form of the existing building, such as converting a Shrine into a Temple. To upgrade a building, pay the BP cost difference between the current building and the new building. Remove the modifiers from the old building and apply the modifiers from the new building. Upgrading counts as constructing a building for the purpose of the maximum number of buildings you can construct on your turn. You can’t upgrade a building to a larger one if there isn’t space in the District Grid for the building’s new size.
  • Special: This lists any other effect the building has, such as increasing Defense, the settlement’s rarity modifier, or the output of a nearby Mine.
  • Items: This lists any special item slot the building creates, which may be filled in the Upkeep Phase (see Special Items in Settlements).
  • Settlement: This lists modifiers to a settlement's Characteristics or other statistics. These modifiers are ongoing from turn to turn, but apply only to skill checks within that settlement (not other settlements in the hex or anywhere else in your kingdom).
Academy (52 BP, 2 Lots)
An institution of higher learning.
  • Kingdom: Economy +2, Loyalty +2
  • Discount: Caster's Tower, Library, Magic Shop
  • Upgrade From: Library
  • Upgrade To: University
  • Special: Increase settlement Lore by 1 for questions relating to one specific Knowledge skill
  • Items: 3 Minor, 2 Medium (Artifacts or Texts)
  • Settlement: Lore +1, Productivity +1, Society +1
Alchemist (18 BP, 1 Lot)
The laboratory and home of a crafter of poisons, potions, or alchemical items.
  • Kingdom: Economy +1
  • Limit: Adjacent to 1 House
  • Special: Settlement Rarity Modifier -1 for Alchemical items
  • Items: 1 Minor (Alchemical)
Arena (40 BP, 4 Lots)
A large public structure for competitions and team sports.
  • Kingdom: Stability +4; Fame +1
  • Discount: Dance Hall, Garrison, Inn, Stable, Theater
  • Limit: 1 per settlement
  • Upgrade From: Theater
  • Settlement: Crime +1
Bank (28 BP, 1 Lot)
A secure building for storing valuables and granting loans.
  • Kingdom: Economy +4
  • Special: Settlement Rarity Modifier -1
Bardic College (40 BP, 2 Lots)
A center for artistic learning. Education in a Bardic College also includes research into a wide range of historical topics.
  • Kingdom: Economy +1, Loyalty +3, Stability +1; Fame +1
  • Discount: Library, Museum, Theater
  • Items: 2 Minor (Artifacts or Texts)
Barracks (6 BP, 1 Lot)
A building to house conscripts, guards, militia, soldiers, or similar military forces.
  • Kingdom: Unrest –1
  • Upgrade To: Garrison
  • Special: Defense +2
  • Settlement: Law +1
Black Market (50 BP, 1 Lot)
A number of shops with secret and usually illegal wares.
  • Kingdom: Economy +2, Stability +1; Unrest +1
  • Discount: Dance Hall
  • Limit: Adjacent to 2 Houses
  • Special: Settlement Rarity Modifier -1
  • Items: 2 Minor, 1 Medium, 1 Major
  • Settlement: Corruption +1, Crime +2
Brewery (6 BP, 1 Lot)
A building for beer brewing, winemaking, or some similar use.
  • Kingdom: Loyalty +1, Stability +1
Bridge (6 BP, 1 Lot)
Allows travel across a river or Waterway, easing transportation.
  • Kingdom: Economy +1
  • Special: Shares the space with a river or Waterway lot
Bureau (10 BP, 2 Lots)
A large warren of offices for clerks and record-keepers working for a guild or government.
  • Kingdom: Economy +1, Loyalty –1, Stability +1
  • Settlement: Corruption +1, Law +1
Caster's Tower (30 BP, 1 Lot)
The home and laboratory for a spellcaster.
  • Kingdom: Economy +1, Loyalty +1
  • Items: 3 Minor, 2 Medium
Castle (54 BP, 4 Lots)
The home of the settlement’s leader or the heart of its defenses.
  • Kingdom: Economy +2, Loyalty +2, Stability +2; Unrest –4; Fame +1
  • Discount: Noble Villa, Town Hall
  • Limit: 1 per settlement
  • Special: Defense +8
Cathedral (58 BP, 4 Lots)
The focal point of the settlement’s spiritual leadership.
  • Kingdom: Loyalty +4, Stability +4; Unrest –4; Fame +1
  • Discount: Academy, Temple
  • Limit: 1 per settlement
  • Special: Halves Consumption increase for Promotion Edicts
  • Items: 3 Minor, 2 Medium (Artifacts or Texts)
  • Settlement: Law +1
Cistern (6 BP, 1 Lot)
Contains a safe supply of fresh water for the settlement.
  • Kingdom: Stability +1
  • Limit: Cannot be adjacent to a Dump, Graveyard, Stable, Stockyard, or Tannery
  • Special: Can share a lot with another building
City Wall (2 BP, Border)
A fortification of one side of a district with a sturdy wall. The GM may allow for cliffs and other natural features to function as a City Wall for one or more sides of a district. You may construct gates through your own city wall at no cost.
  • Kingdom: Unrest –2 (once per settlement)
  • Limit: Land district border
  • Special: Defense +1
Dance Hall (4 BP, 1 Lot)
An establishment for dancing, drinking, carousing, and holding celebrations.
  • Kingdom: Economy +1, Loyalty +2; Unrest +1
  • Limit: Adjacent to 1 House
  • Settlement: Crime +1
Dump (4 BP, 1 Lot)
A centralized place to dispose of refuse.
  • Kingdom: Stability +1
  • Limit: Cannot be adjacent to House, Mansion, or Noble Villa
Everflowing Fountain (5 BP, 1 Lot)
A magical fountain that provides an inexhaustible supply of fresh water.
  • Limit: Settlement must have a building that can create Medium items
  • Special: Can share a lot with Castle, Cathedral, Market, Monument, Park, or Town Hall
Exotic Artisan (10 BP, 1 Lot)
The shop and home of a jeweler, tinker, glassblower, or the like.
  • Kingdom: Economy +1, Stability +1
  • Limit: Adjacent to 1 House
  • Special: Settlement Rarity Modifier -1 for every 4 Exotic Artisans, Inns, Shops, Taverns, or Trade Shops in the settlement
  • Items: 1 Minor
Foreign Quarter (30 BP, 4 Lots)
An area with many foreigners, as well as shops and services catering to them.
  • Kingdom: Economy +3, Stability –1
  • Special: Increase the value of trade routes (see Trade Edicts) by 5% (maximum 100%)
  • Settlement: Crime +1, Lore +1, Society +1
Foundry (16 BP, 2 Lots)
Processes ore and refines it into finished metal.
  • Kingdom: Economy +1, Stability +1, Unrest +1
  • Discount: Smithy
  • Limit: Adjacent to a water district border
  • Special: Increase the Economy and BP earned per turn by 1 for 1 Mine connected to this settlement by a river or Road
  • Settlement: Productivity +1
Garrison (28 BP, 2 Lots)
A large building to house armies, train guards, and recruit militia.
  • Kingdom: Loyalty +2, Stability +2; Unrest –2
  • Discount: City Wall, Granary, Jail
  • Upgrade From: Barracks
Granary (12 BP, 1 Lot)
A place to store grain and food.
  • Kingdom: Loyalty +1, Stability +1
  • Special: If Farms reduce Consumption below 0, store up to 5 BP of excess production for use on a later turn when Consumption exceeds the Treasury
Graveyard (4 BP, 1 Lot)
A plot of land to honor and bury the dead.
  • Kingdom: Loyalty +1
Guildhall (34 BP, 2 Lots)
The headquarters for a guild or similar organization.
  • Kingdom: Economy +2, Loyalty +2
  • Discount: Pier, Stable, Trade Shop
  • Upgrade From: Trade Shop
  • Special: Settlement Rarity Modifier -1
  • Settlement: Productivity +2
Herbalist (10 BP, 1 Lot)
The workshop and home of a gardener, healer, or poisoner.
  • Kingdom: Loyalty +1, Stability +1
  • Limit: Adjacent to 1 House
  • Items: 1 Minor (Alchemical)
Hospital (30 BP, 2 Lots)
A building devoted to healing the sick.
  • Kingdom: Loyalty +1, Stability +2
  • Special: Increase Stability by 2 during Plague events; settlement Rarity modifier -1 for healing items
  • Settlement: Lore +1, Productivity +1
House (3 BP, 1 Lot)
A number of mid-sized houses for citizens.
  • Kingdom: Unrest –1
  • Upgrade From: Tenement
  • Special: The first House you build during the Improvement phase does not count against the total number of buildings you can build during the phase
Inn (10 BP, 1 Lot)
A place for visitors to rest.
  • Kingdom: Economy +1, Loyalty +1
  • Limit: Adjacent to 1 House
  • Special: Settlement Rarity Modifier -1 for every 4 Exotic Artisans, Inns, Shops, Taverns, or Trade Shops in the settlement
  • Settlement: Society +1
Jail (14 BP, 1 Lot)
A fortified structure for confining criminals or dangerous monsters.
  • Kingdom: Loyalty +2, Stability +2; Unrest –2
  • Settlement: Crime –1, Law +1
Library (6 BP, 1 Lot)
A large building containing an archive of books.
  • Kingdom: Economy +1, Loyalty +1
  • Upgrade To: Academy
  • Items: 1 Minor (Text)
  • Settlement: Lore +1
Luxury Store (28 BP, 1 Lot)
A shop that specializes in expensive comforts for the wealthy.
  • Kingdom: Economy +1
  • Limit: Adjacent to 1 House
  • Upgrade To: Magic Shop
  • Upgrade From: Shop
  • Special: Settlement Rarity Modifier -1
  • Items: 2 Minor
Magic Shop (68 BP, 1 Lot)
A shop that specializes in magical items and spells.
  • Kingdom: Economy +1
  • Limit: Adjacent to 2 Houses
  • Upgrade From: Luxury Store
  • Special: Settlement Rarity Modifier -1
  • Items: 4 Minor, 2 Medium, 1 Major
Magical Academy (58 BP, 2 Lots)
An institution for training students in the arcane arts.
  • Kingdom: Economy +2; Fame +1
  • Discount: Caster’s Tower, Library, Magic Shop
  • Special: Increase settlement Lore by 1 for questions relating to a Magic skill
  • Items: 3 Minor, 1 Medium
  • Settlement: Lore +2, Society +1
Magical Streetlamps (5 BP, 1 Lot)
Enchanted lamps that illuminate the lot.
  • Limit: Settlement must have a Cathedral, Magic Shop, Magical Academy, or Temple
  • Special: Can share a lot with any building or improvement
  • Settlement: Crime –1
Mansion (10 BP, 1 Lot)
A single huge manor housing a rich family and its servants.
  • Kingdom: Stability +1
  • Upgrade To: Noble Villa
  • Settlement: Society +1
Market (48 BP, 2 Lots)
An open area for traveling merchants and bargain hunters.
  • Kingdom: Economy +2, Stability +2
  • Discount: Black Market, Inn, Shop
  • Limit: Adjacent to 2 Houses
  • Upgrade From: Shop
  • Special: Settlement Rarity Modifier -1
  • Items: 2 Minor
Menagerie (16 BP, 4 Lots)
A large park stocked with exotic creatures for public viewing.
  • Kingdom: Economy +1, Loyalty (special Fame +1
  • Special: Increase Loyalty by 1/2 the highest Power Level of a creature in the Menagerie
Military Academy (36 BP, 2 Lots)
An institution dedicated to the study of war and the training of elite soldiers and officers.
  • Kingdom: Loyalty +2, Stability +1; Fame +1
  • Discount: Barracks
  • Limit: 1 per settlement
  • Special: Armies and commanders recruited at the settlement gain one bonus tactic (see Army Tactics)
  • Items: 1 Minor, 1 Medium (Weapons or Armor)
  • Settlement Law +1, Lore +1
Mill (6 BP, 1 Lot)
A building used to cut lumber or grind grain.
  • Kingdom: Economy +1, Stability +1
  • Limit: Adjacent to water district border or Millpond
  • Special: With GM approval, you can construct a windmill at the same cost, ignoring the Limit above
  • Settlement: Productivity +1
Millpond (3 BP, 1 Lot)
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.
  • Limit: Settlement must be in a River hex
  • Settlement: Loyalty +1
Mint (30 BP, 1 Lot)
A secure building where the kingdom’s coinage is minted and standard weights and measures are kept.
  • Kingdom: Economy +3, Loyalty +3, Stability +1; Fame +1
Moat (2 BP, Border)
A fortification of one side of a district with an open or water-filled ditch, often backed by a low dike or embankment. The GM may allow a river or similar natural feature to function as a moat for one or more sides of a district.
  • Kingdom: Unrest –1 (once per settlement)
  • Limit: Land district border
  • Special: Defense +1; cannot be damaged by siege engines
Monastery (16 BP, 2 Lots)
A cloister for meditation, study, and the pursuit of various other scholarly paths.
  • Kingdom: Stability +1
  • Settlement: Law +1, Lore +1
Monument (6 BP, 1 Lot)
A local memorial such as a bell tower, a statue of a settlement founder, a large tomb, or a public display of art.
  • Kingdom: Loyalty +1; Unrest –1
Museum (30 BP, 2 Lots)
A place to display art and artifacts both modern and historical. The GM may allow the kingdom leaders to display a valuable item (such as a magical item or bejeweled statue) in the museum, increasing Fame during this display by 1 for every 10,000 py of the item’s price (maximum +5 Fame), and by an additional 1 if the item is significant to the kingdom’s history.
  • Kingdom: Economy +1, Loyalty +1; Fame +1
  • Special: Increase settlement Lore by 1 for questions relating to Knowledge (Lore)
  • Settlement: Lore +1, Society +1
Noble Villa (24 BP, 2 Lots)
A sprawling manor with luxurious grounds that houses a noble’s family and staff.
  • Kingdom: Economy +1, Loyalty +1, Stability +1; Fame +1
  • Discount: Exotic Artisan, Luxury Store, Mansion
  • Upgrade From: Mansion
  • Settlement: Society +1
Observatory (12 BP, 1 Lot)
A dome or tower with optical devices for viewing the heavens.
  • Kingdom: Stability +1
  • Items: 1 Minor (Artifact or Text)
  • Settlement: Lore +1
Orphanage (6 BP, 1 Lot)
A place for housing and taking care of large numbers of orphans.
  • Kingdom: Stability +1, Unrest –1
Palace (108 BP, 4 Lots)
A grand edifice and walled grounds demonstrating one’s wealth, power, and authority to the world.
  • Kingdom: Economy +2, Loyalty +6, Stability +2; Fame +1
  • Discount: Mansion, Mint, Noble Villa
  • Special: Settlement Rarity Modifier -1; you may make two special edicts per turn, but take a –2 penalty on kingdom checks associated with each special edict
  • Settlement: Law +2
Park (4 BP, 1 Lot)
A plot of land set aside for its serene beauty.
  • Kingdom: Loyalty +1, Unrest –1
Paved Streets (24 BP, Infrastructure)
Brick or stone pavement that speeds transportation.
  • Kingdom: Economy +2, Stability +1
  • Limit: 1 per district
  • Settlement: Productivity +1
Pier (16 BP, 1 Lot)
Warehouses and workshops for docking ships and handling cargo and passengers.
  • Kingdom: Economy +1, Stability +1
  • Limit: Adjacent to water district border
  • Upgrade To: Waterfront
  • Settlement: Crime +1
Sewer System (24 BP, Infrastructure)
An underground sanitation system that keeps the settlement clean, though it may become home to criminals and monsters.
  • Kingdom: Loyalty +1, Stability +2
  • Discount: Cistern, Dump
  • Limit: 1 per district
  • Settlement: Crime +1, Productivity +1
Shop (8 BP, 1 Lot)
A general store.
  • Kingdom: Economy +1
  • Limit: Adjacent to 1 House or Mansion
  • Upgrade To: Luxury Store, Market
  • Special: Settlement Rarity Modifier -1 for every 4 Exotic Artisans, Inns, Shops, Taverns, or Trade Shops in the settlement
  • Settlement: Productivity +1
Shrine (8 BP, 1 Lot)
A shrine, idol, sacred grove, or similar holy site designed for worship by pious individuals.
  • Kingdom: Loyalty +1, Unrest –1
  • Upgrade To: Temple
  • Items: 1 Minor (Artifact or Text)
Smithy (6 BP, 1 Lot)
The workshop of an armorsmith, blacksmith, weaponsmith, or other craftsman who works with metal.
  • Kingdom: Economy +1, Stability +1
Stable (10 BP, 1 Lot)
A structure for housing or selling horses and other mounts.
  • Kingdom: Economy +1, Loyalty +1
  • Limit: Adjacent to 1 House, Mansion, or Noble Villa
  • Special: Settlement Rarity Modifier -1 for mounts and related items
Stockyard (20 BP, 4 Lots)
Barns and pens that store herd animals and prepare them for nearby slaughterhouses.
  • Kingdom: Economy +1, Stability –1
  • Discount: Stable, Tannery
  • Special: Farms in this hex or adjacent hexes reduce Consumption by 3 instead of 2
  • Settlement: Productivity +1
Tannery (6 BP, 1 Lot)
A structure that prepares hides and leather.
  • Kingdom: Economy +1, Stability +1
  • Limit: Cannot be adjacent to a House, Mansion, Noble Villa, or Tenement
  • Settlement: Society –1
Tavern (12 BP, 1 Lot)
An eating or drinking establishment.
  • Kingdom: Economy +1, Loyalty +1
  • Limit: Adjacent to 1 House or Mansion
  • Special: Settlement Rarity Modifier -1 for every 4 Exotic Artisans, Inns, Shops, Taverns, or Trade Shops in the settlement
  • Settlement: Corruption +1
Temple (32 BP, 2 Lots)
A large place of worship.
  • Kingdom: Loyalty +2, Stability +2; Unrest –2
  • Discount: Graveyard, Monument, Shrine
  • Upgrade To: Cathedral
  • Upgrade From: Shrine
  • Items: 2 Minor (Artifacts or Texts)
Tenement (1 BP, 1 Lot)
A staggering number of low-cost housing units.
  • Kingdom: Unrest +2
  • Upgrade To: House
  • Special: Counts as a House for buildings that must be adjacent to a House
Theater (24 BP, 2 Lots)
A venue for entertainments such as plays, operas, and concerts.
  • Kingdom: Economy +2, Stability +2
  • Discount: Dance Hall, Exotic Artisan, Inn, Park, Tavern
  • Upgrade To: Arena
Town Hall (22 BP, 2 Lots)
A public venue for town meetings, repository for town records, and offices for minor bureaucrats.
  • Kingdom: Economy +1, Loyalty +1, Stability +1
  • Discount: Barracks, Cistern, Dump, Jail, Watchtower
  • Settlement: Law +1
Trade Shop (10 BP, 1 Lot)
A shop front for a tradesperson, such as a baker, butcher, candle maker, cobbler, rope maker, or wainwright.
  • Kingdom: Economy +1, Stability +1
  • Limit: Adjacent to 1 House
  • Upgrade To: Guildhall
  • Special: Settlement Rarity Modifier -1 for every 4 Exotic Artisans, Inns, Shops, Taverns, or Trade Shops in the settlement
  • Settlement: Productivity +1
University (78 BP, 4 Lots)
An institution of higher learning, focusing mainly on mundane subjects but dabbling in magical theory.
  • Kingdom: Economy +3, Loyalty +3; Fame +1
  • Discount: Academy, Bardic College, Library, Magical Academy, Military Academy, Museum
  • Upgrade From: Academy
  • Special: Increase settlement Lore by 2 for questions relating to one specific Knowledge skill
  • Items: 4 Minor, 2 Medium (Artifacts or Texts)
  • Settlement: Lore +2, Productivity +1, Society +2
Watchtower (12 BP, 1 Lot)
A tall structure that serves as a guard post.
  • Kingdom: Stability +1, Unrest –1
  • Special: Defense +2
Watergate (2 BP, Border)
A gate in a City Wall that allows water (such as a river, Aqueduct, or Waterway) to enter the settlement. a Watergate has underwater defenses to block unwanted access. If you construct a Watergate when you construct a City Wall, the Watergate does not count toward the limit of the number of buildings you can construct per turn.
  • Special: Shares City Wall
Waterfront (BP, 4 Lots)
A port for waterborne arrival and departure, with facilities for shipping and shipbuilding.
  • Kingdom: Economy +4
  • Discount: Black Market, Guildhall, Market, Pier
  • Limit: Adjacent to water district border, 1 per settlement
  • Upgrade From: Pier
  • Special: Settlement Rarity Modifier -2; halves Loyalty penalty for Taxation edicts
  • Items: 2 Minor, 1 Medium, 1 Major
  • Settlement: Productivity +2
Waterway (3 BP, 1-2 Lots)
A river or canal occupying part of the District Grid. At the GM’s option, a natural Waterway may already exist on the grid, requiring no action or BP to build. If you construct a City Wall that touches or crosses the Waterway, you must also build a Watergate on the same turn.
  • Special: Counts as water district border for adjacent buildings

Ruins

When you build a settlement in a hex containing ruins, you can choose to incorporate these ruins into your settlement in order to gain a discount on a building. There are several types of ruins, and each grants a different discount and can be converted into different buildings. If you wish to clear the lot a ruin occupies to build something from scratch rather than renovating the ruin, you can salvage it to gain BP equal to half the discount that the ruin normally offers.

Instead of placing one of the ruin types below, the GM may simply place a ruined version of a specific building; in this case, you can only convert that ruin into that specific building, but it halves the building's BP cost.

For example, you may discover a ruined Arena during your explorations. If you choose to build a settlement in that hex, you can build your own Arena on top of the ruin, and only have to pay 20 BP (half the Arena's usual BP cost of 40).

If not used to build another structure, each lot occupied by a ruin can serve as a Tenement at no BP cost. A Chateau, for example, can serve as one, two, or as many as four Tenements without costing BP. Using a ruin as a Tenement still incurs the normal increase to Unrest for each lot being used for housing. If you later wish to convert the ruin to another structure, you must first evict the inhabitants of the makeshift Tenement. Doing so requires a Stability check - if successful, the inhabitants leave and you can renovate the ruin as normal, but if you do not build a House or Tenement in that settlement on the next turn, Infamy increases by 1 and Unrest by 2. If the check fails, the inhabitants refuse to leave and Unrest increases by 1. If you fail the check by 5 or more, Unrest instead increases by 1d4.

You may discover the following types of ruins during your explorations.

Chateau (-25 BP Cost, 4 Lots)
An immense structure or complex of great grandeur and beauty, poorly-suited as a fortification but breathtaking in its scale. A Chateau can be converted into a Cathedral, Palace, or University.

Dwelling (-2 BP Cost, 1 Lot)
One or more ruined homes that can serve as a residence or a workspace. A Dwelling can be converted into an Alchemist, Barracks, Brewery, Black Market, Dance Hall, Exotic Artisan, Herbalist, House, Inn, Library, Luxury Store, Magic Shop, Orphanage, Shop, Shrine, Smithy, Tannery, or Tavern.

Lyceum (-5 BP Cost, 2 Lots)
A large estate or compound suited as a home or workspace for large groups and organizations. A Lyceum can be converted into an Academy, Bardic College, Bureau, Garrison, Guildhall, Hospital, Magical Academy, Military Academy, Monastery, Museum, Noble Villa, Temple, Theatre, or Town Hall.

Spire (-6 BP Cost, 1 Lot)
A crumbling tower that can be renovated as a guard post or a mage's sanctum. A Spire can be converted into a Caster's Tower or Watchtower. It applies the same discount if a Watchtower improvement is built instead of a settlement.

Vault (-3 BP Cost, 1 Lot)
A secure, defensible structure poorly suited as a civilian residence but ideal for safe storage or imprisonment. A Vault can be converted into a Bank, Barracks, Black Market, Jail, or Mint.