------------------------------------------------------------------------------------------------ Table of Contents ------------------------------------------------------------------------------------------------ 1. Overview 2. Settlement Positioning & Town Choice 3. Advisors 4. Rank Up Events 4c. Community 4l. Loyalty 4m. Military 4e. Economy 4d. Divine 4r. Relations 4u. Culture 4a. Arcane 4s. Stability 4x. Espionage 5. Regions & Regional Upgrades 5a. Region Unlock Requirements 5b. Regional Upgrades 6. Projects & Events 6a. Noteworthy Events 6b. Noteworthy Projects 6c. Situational Projects 6d. Skippable Projects 7. Buildings 7a. Village+ 7b. Town+ 7c. City 8. Artisans ------------------------------------------------------------------------------------------------ 1. Overview ------------------------------------------------------------------------------------------------ Most buildings and quite a number of Projects are, in reality, essentially worthless money sinks not worth the effort of bothing with. The main exceptions are the Artisan workshops (and related milestones nessisary to complete their masterwork quests), the Teleport system, and a few buildings that affect Event outcomes. General Development Priority: - Hire party members to fill vacant Advisor positions - Claim Regions - Build Settlments - Visit Settlements to hire Artisans - Build Artisan Workshops - Build Temples/Longhouses/Monuments/Schools/Monoliths (until Divine 60+) - Rank Up (Community/Loyalty III -> Divine III) - Rank Up (Military/Relations III) - Upgrade Villages to Towns - Upgrade Artisan Workshops - Build Mage Towers/Sacred Groves/Libraries (until Divine 60+ & Arcane 40+) - Rank Up (Arcane III) - Build Teleportation Circles - Rank Up (Relations V -> Arcane/Culture V -> Relations VI) - Upgrade Capital to City - Build Region Upgrades in Artisan Locations - Rank Up (Economy VII) - Rank Up (Any < VIII) ------------------------------------------------------------------------------------------------ 2. Settlement Positioning & Town Choice ------------------------------------------------------------------------------------------------ The best place to put your settlements depends on whether or not you plan to make use of the Teleport feature. If you do, then you'll want to place them as close to relevant quest locations (and as far away from each other) as possible. If you don't, then you'll instead want to place them as close as possible to the Capital (to make completing the Artisan quests easier). The locations listed below assume you're rushing Divine 60 & Arcane 40 to get access to Teleportation Circles as soon as possible; just be aware that you can only build settlements on previously visited map nodes. -------------------------------- Locations -------------------------------- Shrike Hills (Tuskdale) Fixed Location Outskirts (Tradegard) Just south of the large "O" in "Outskirts" South Narlmarches (Narlkeep) Southeast of Verdant Chambers North Narlmarches (Tatzlford) Between Temple of the Elk and Abandoned Hut, just northeast of Arcane Resource Kamelands (Shambling Steps) Southwest of Wolf Lair Silverstep (Silvershire) Southwest of Lake Siverstep Village Varnhold (Varnhold) Fixed Location Dunsward (Plainsgard) Southwest of the Barbarian Camp (if Tors unclaimed) South of City of Hollow Eyes (if Tors claimed) Tors of Levenies (The Peak) Northwest of Forsaken Mound Dire Narlmarches (Direburg) Southeast of Pike Stretch Glenebon (Glenshire) Southwest of Charred Ruins Pitax (Pitax) Fixed Location ------------------------------------------------------------------------------------------------ 3. Advisors ------------------------------------------------------------------------------------------------ A couple things to be aware of: - You can use hired party members as advisors (you won't get any Rank Up choices though). - Initial Advisor effectiveness is based on their relevant Attribute. -------------------------------- Regent (Charisma) -------------------------------- Lander Lebeda - Quest-related availability (Prologue) - Quest-related absence (Chapter V: Twice-Born Warlord) Octavia - Quest-related availability (Chapter I: Technic Camp) Valerie - Quest-related availability (Prologue) -------------------------------- Councilor (Wisdom) -------------------------------- Shandra Mervey - Quest-related availability (Prologue) - Quest-related absence (Chapter V: Twice-Born Warlord) Tristian - Quest-related availability (Chapter I: Temple of the Elk) - Quest-related absence (Chapter IV: Varnhold Vanishing) Tsanna - Quest-related availability (Chapter III: Shrine of Lamashtu) -------------------------------- General (Strength) -------------------------------- Amiri - Automatic - Quest-related absence (Chapter V: Twice-Born Warlord) Kassil Aldori - Quest-related availability (Prologue) - Quest-related absence (Chapter V: Twice-Born Warlord) Regongar - Quest-related availability (Chapter I: Technic Camp) -------------------------------- Treasurer (Intelligence) -------------------------------- Bartholomew Delgado - Quest-related availability (Chapter II: Lone House) Jubilost - Quest-related availability (Chapter II: Skunk Ford) Kanerah - Quest-related availability (Wildcards DLC: Sorrowflow) Maegar Varn - Quest-related availability (Chapter IV: Varnhold Vanishing) -------------------------------- High Priest (Wisdom) -------------------------------- Harrim - Quest-related availability (Prologue) Jhod Kavken - Automatic - Possible quest-related absence (Chapter III: Season of Bloom) Tsanna - Quest-related availability (Chapter III: Shrine of Lamashtu) -------------------------------- Diplomat (Charisma) -------------------------------- Bartholomew Delgado - Quest-related availability (Chapter II: Lone House) Linzi - Quest-related availability (Prologue) Valerie - Quest-related availability (Prologue) -------------------------------- Curator (Charisma) -------------------------------- Jaethal - Quest-related availability (Prologue) Linzi - Quest-related availability (Prologue) Storyteller - Automatic -------------------------------- Warden (Constitution) -------------------------------- Ekundayo - Quest-related availability (Chapter II: Ruined Watchtower) - Quest-related absence (Chapter VI: Bury the Past) Kesten Garess - Automatic - Possible quest-related absence (Chapter III: Season of Bloom) Regongar - Quest-related availability (Chapter I: Technic Camp) -------------------------------- Magister (Intelligence) -------------------------------- Octavia - Quest-related availability (Chapter I: Technic Camp) Storyteller - Automatic Vordakai - Quest-related availability (Chapter IV: Vordakai's Tomb) -------------------------------- Minister (Dexterity) -------------------------------- Ekundayo - Unmissable (Chapter II: Ruined Watchtower) - Quest-related absence (Chapter VI: Bury the Past) Jaethal - Quest-related availability (Prologue) Jubilost - Quest-related availability (Chapter II: Skunk Ford) ------------------------------------------------------------------------------------------------ 4. Rank Up Events ------------------------------------------------------------------------------------------------ -------------------------------- 4c. Community -------------------------------- Rank II - Drive Away: Community +3 - Arrest: BP +50 - Accept: BP Income +1d4, Loyalty -2, Economy -5 Rank III (Heeding the Poor and Weak Project) - Return: No Immediate Effect - Give: No Immediate Effect - Ignore: No Effect Rank IV - Build: BP -75, Relations +5 - Ignore: No Effect Rank V (Favored by the People Project) - Reimburse: BP -100, Relations/Stability +3 - Search: Stability +2 - Ignore: Loyalty +3, Economy -10 - Bribe: BP -100, Loyalty/Relations +3, Economy -10, Falchion +3 Rank VI - Community -10, The Grey Rebellion Problem Event Rank VII (Protectors of the Land Project) - Deny: No Immediate Effect - Allow: No Immediate Effect Rank VIII - Pardon: Economy +5, Stability -5 - Refuse: Economy -5, Stability +5 Rank IX - Nobles: Stability by Nobility/Blue Blood Community Projects - Representatives: Loyalty of the Masses/Community of Loyalists Projects Rank X - Trade: Economy +15 - Recruit: Loyalty +15 - Celebrate: Culture +15 -------------------------------- 4l. Loyalty -------------------------------- Rank II - Fair: Community/Culture +2 - Dinner: Economy/Relations +2 - Nothing: BP +20 Rank III (Love of the People Project) - Arrest: BP +30, Community +2, Economy -3 - Ignore: No Immediate Effect - Pardon: Loyalty -2, Economy +4 Rank IV (Printing House Building) - Open: BP -100, Culture +5 - Don't: No Effect Rank V - Agree: No Immediate Effect - Decline: No Immediate Effect - Execute: BP +40, Gold +4000, Economy -5 Rank VI - Rank VII (The Helping Hand Project) - Protect: Community +1, Loyalty +2 - Neutral: Economy +2, Stability +1 Rank VIII - Allow: No Immediate Effect - Refuse: No Immediate Effect Rank IX - If Commoners: Community/Economy -5, Stability -10, Merchant Conspiracy Problem - If Merchants: Community/Economy -?, Stability -?, Peasant's Revolt Problem Rank X Commoners - Gallows: Community +3, Loyalty +7, Economy -5 - Free: Community/Economy +5 - Seize: BP +200, Gold +10000, Community/Loyalty +2, Economy -3 - Educate: Culture +15 - Spy: Espionage +15 - Advertise: Relations +15 Merchants - Gold +50000, Community +3, Loyalty +4, Divine +2 -------------------------------- 4m. Military -------------------------------- Rank II - Unrestricted: Strength in Numbers Project - Strognest: Talented Recruits Project - Ambitious: Ambitious Recruits Project Rank III - Swordlords: Relations +2 - Mages: Arcane +2 Rank IV (Defenders of the Land Project) - Capital: Training Camps Near Capital Project - Border: Border Training Camps Project Rank V - Prohibit: Military/Stability +3, Arcane -2 - Neutral: Military +1 on General Triumph, Military -1 on General Disaster - Encourage: Arcane +2 Military +1 on General Triumph/Success, Military -1 on General Disaster/Failure Rank VI (Military -3) - Resque: Loyalty +3, Military -6 - Cancel: Loyalty -3 Rank VII (Defenders of the Land II) - Mercenaries: Military +10, Economy -5, BP -250 - Conscript: Loyalty -5, Military +5, Stability -2, Unrest -1 - Do Nothing: Loyalty/Military -5 Rank VIII (Military Academy Building) - Alkenstar: BP Income -3, Military +5 - Arcanamirium: BP Income -3, Military +5 - Kurgess: BP Income -3, Military +5 Rank IX - Warrior: Relations +5, Swordplay Mastery Project - Mage: Arcane +5, Arcane Mastery Project Rank X (Swordlord Academy Building) - If Alkenstar: - If Arcanamirium: Arcanamirium Sanctuary Project - If Kurgess: Temple of Kurgess Project -------------------------------- 4e. Economy -------------------------------- Rank II (Income Cap increased to II) - Return: Loyalty +3 - Rebuild: Community +3 - Keep: BP +60 Rank III (Income Cap increased to III) - Lower: BP Income -2, Unrest +1, Economy +1 on Treasurer Opportunity Event Success - Increase: Community -1, Loyalty -2, Economy +3 - Double: BP Income +2, Unrest -1, Economy -1 on Treasurer Problem Event Failure Rank IV (Income Cap increased to IV) - Risk: BP -100, Economy/Relations +2, Halflings Brewery Building - Don't: No Effect Rank V (Income Cap increased to V) - Prevent: Loyalty +5, Economy/Stability -3 - Support: Loyalty -5, Economy/Stability +3 Rank VI (Income Cap increased to VI, Improving Ecomonic Status Projects) - Abolish: Community/Relations/Stability +2, Customs Project - Support: Community/Stability -2, Economy +4, Legal Contraband Project Rank VII (Income Cap increased to VII) - Trade Guild: BP Income +1 for each Region, BP Income +2 for each Region Upgrade BP Income +3 for each 50 Economy (up to +30) - Luxury: Loyalty/Economy +5, BP Income +1 per region (+2 if upgraded) - Materials: Community -2, Loyalty -5, BP Income +2 per region (+4 if upgraded) - Everything: Community/Stability -5, Loyalty -10, BP Income +3 per region (+6 if upgraded) Unrest -1, 7.5% chance per week of Unrest -1 - Nothing: Loyalty/Economy +5, Unrest +1, Unrest +1 per month, Loyalty +5 & Economy +1 per week BP Income +1 for every 20 points of Economy over 200 (up to +10) Rank VIII (Income Cap increased to VIII) - Agree: Community -2, Loyalty -5, Stability -3, Trade Agreement with Daggermark Project - Decline: Community +2, Loyalty +5 Rank IX (Income Cap increased to IX) - Exclusive: BP Income +1-5, Minting Coin Project - Mint: Minting Coin Project - Decline: No Effect Rank X (Income Cap increased to X, Loyalty/Relations +3) - Mage: Loyalty/Arcane +5 - Tuition: Relations/Culture +5 - Trade: Economy/Espionage +5 -------------------------------- 4d. Divine -------------------------------- Rank II - Destroy: Divine +3 - Ignore: Community +1, Loyalty +2 Rank III (Divine Protection from Poison Project) - Allow: Loyalty/Stability -1, Divine +3 - Forbid: Loyalty/Stability +2 - Execute: Community +1, Stability +3 Rank IV - Build: BP -100, Relations/Arcane +2, Nethys' Library Building - Refuse: No Effect Rank V - Community/Loyalty/Stability -3, Divine -7, Gardeners of Faith Problem Event Rank VI - Exile: Community -2, Loyalty +2, Divine -3, Stability +3 - Ignore: Community +2, Loyalty -5, Divine +3 Rank VII (Divine Protection from Fear Project) - Cayden: Temple of Cayden Cailean Building - Gorum: Temple of Gorum Building - Abadar: No Immediate Effect - Asmodeus: Temple of Asmodeus Building Rank VIII If idols destroyed: - Portal Beasts Problem If idols ignored: - Cult Sacrifice Problem Rank IX - Prohibit: Loyalty/Relations/Arcane -1, Divine +3 - Ignore: Loyalty/Relations/Arcane +2, Divine -6 - Execute: Loyalty -3, Divine +4, Relations/Arcane -2, Stability +3 Rank X If Portal Beasts - Stability +5 If Cult Sacrifice - Cayden: - Gorum: - Abadar: Regent/Treasurer Opportunity Event Rolls +2 Community +1 for each Regent/Treasurer Success BP Income +2 for each 20 Community over 200 (+20 max) - Asmodeus: -------------------------------- 4r. Relations -------------------------------- Rank II - Ignore: Community/Stability -2, Loyalty +1, Relations +2 - Increase: Community +1, Relations -3, Stability +3 - Fine: BP +73 in 13 weeks, Loyalty +1, Relations -1 Rank III (Trade Agreement with Gralt/Gralton & Improved Diplomacy Projects) - Support: Trade Agreement with Razmiran Project - Reject: No Immediate Effect Rank IV (Easier Claim Project) - Sevenarches: Relations/Divine +3 - Kyonin: Relations/Arcane +3 - Neutral: Community/Loyalty/Stability +2 Rank V - Intimidate: Military +3 - Befriend: Economy +3 - Decieve: Espionage +3 Rank VI (Easier Upgrades Project) - Sevenarches: Relations/Divine +3 - Kyonin: Relations/Arcane +3 - Occupy: BP Income +2, Relations -7 - Neutral: BP Income +2, Community/Loyalty/Stability +2 Rank VII If no Trade Agreement - Money: BP +500 - Artifact: Ruin Quartersatff - Execute: Grand Diplomat/Minister Problems roll twice If Trade Agreement - Rehab: BP Income -4, Loyalty +3, Economy -10, Relations -5 - Remove: BP Income -4, Community +3, Economy -10, Relations -5 - Execute: BP Income -4, Economy -10, Relations -5, Stability +3 Rank VIII - The Wrath of Sevenarches Problem Rank IX - Unite: Loyalty/Relations +3, Unrest +1 - Neutral: Relations -3, BP +250 Rank X - Publish: Loyalty +5, Culture +10 - Regiment: Community +5, Military +10 - Sanctuary: Coummunity +10, Loyalty +5 -------------------------------- 4u. Culture -------------------------------- Rank II - Schools: BP -100, Loyalty +2, School Building - Pubs: BP -100, Loyalty +2, Tavern Building (x2) Rank III - Patronize: BP -75, Culture +3 - Promote: BP -50, Community/Culture +1 - Ignore: No Immediate Effect Rank IV - Advertisement: Relations +3, Culture +5 - Preservation: Community/Loyalty +3, Culture +2 - Military: Military/Stability +3, Culture +2 Rank V (Improving Cultural Development Project) - Support: BP Income -1 - Decline: No Immediate Effect Rank VI - Media War: BP Income -2, Community/Loyalty/Stability +2 - Ignore: Community/Stability -2, Loyalty +2 - Ban: Loyalty -2 - Execute: Community/Loyalty -3, Stability +3 Rank VII - Support: BP Income -1 - Decline: No Immediate Effect Rank VIII If Pubs - Participate: Community/Loyalty/Culture +2 - Support: BP Income -2, Community/Relations/Culture +2, Stability -2 - Close: Loyalty -3, Stability +3 - Execute: Unrest -1, Loyalty/Divine -5, Stability +3, Councilor/Curator Problems roll twice If Schools - Build: Loyalty -3, Economy/Relations/Culture +2, BP -200, University Building - Decline: Nothing Rank IX - Fully Fund: BP -100 - Partially Fund: BP -50 - Nothing: No Immediate Effect Rank X - If play failed: Culture -3 - If play succeeded: -------------------------------- 4a. Arcane -------------------------------- Rank II - Weather: Community/Loyalty/Divine/Arcane +1 - Animals: Wand of Dominate Animals - Populace: Headband of Alluring Charisma +4 Rank III (Teleportation Circle Building) - Ignore: Loyalty +3, Arcane -2 - Buy: Gold -500, Arcane +3 - Seize: Loyalty -2, Arcane +3 Rank IV (Arcane Lobby Project) - Forbid: Community/Loyalty +2, Divine +3, Arcane -3 - Agree: Community/Divine -3, Undead Builders Project Rank V (Arcane Protection from Compulsions Project) - Ban: Community/Stability +2, Arcane -4, Banning Arcane Experiments Project - Refuse: Community/Stability -2, Arcane +4, Arcane Experiments in the Capital Rank VI If no Necromancy - Deny: Community/Loyalty/Economy +1, Arcane -4 - Agree: Arcane +4, Eternal Guardians Project If Necromancy - Forbid: Community/Loyalty/Relations +2, Divine +4, Arcane -4 - Ignore: Relations/Divine -3, Arcane +4, Undead Guards Project Rank VII (Spell Resistance Discovery Project) - Exile: Community/Loyalty +2, Divine/Arcane -2 - Recruit: Community/Loyalty -2, Divine/Arcane +2 - Execute: Community/Stability +2, Divine/Arcane -2 Rank VIII If anti-Mage - Magical Anomaly Problem Event If pro-Mage - Silent Death Problem Event Rank IX - Freedom: Loyalty -3, Arcane +5 - Restriction: Community/Loyalty/Stability +4, Arcane -10, Magister Event Rolls -2 Rank X - Diplomacy: Relations +15 - Education: Divine +15 - Army: Military +15 -------------------------------- 4s. Stability -------------------------------- Rank II (Laying the Foundation Project) - Curfew: Military -2, Stability +3 - Guards: Loyalty -2, Stability +3 - Ignore: Stability -2 Rank III - Move: Community/Loyalty -1, Stability +2 - Guard: Military -2, Stability +2 - Destroy: Community/Loyalty/Stability +1, Relations -3 Rank IV Move (Crime Prevention Project) - Jail: Loyalty -2, Stability +4 - Fined: Community/Stability +1 - Execute: Community -1, Loyalty -2, Stability +5 Destroy (Crimefighters Project) - Agree: Gold +4000, Military -3 - Ignore: No Immediate Effect Rank V - Harmony: Unrest -1 - Eradicate: Community +2, Relations -5, Stability +4, Kingdom Defense Project - Hunt: Unrest -1, Tracking the Great White Bulette Problem at Stability 100 Rank VI - Renovate: Community +3, Stability +4, BP -200 - Patrol: Loyalty -3, Military -2, Stability +5 - Remove: Community -2, Stability +4, BP -50 - Ignore: Loyalty/Economy +4 or Stability -5 (depending on bandit activity) Rank VII (Fortifying the Foundation Project) - Attack: Loyalty +2 - Defend: Community +2 Rank VIII - Bribe: BP Income -2, Loyalty +3 - Relax: Loyalty +3, Stability -6 - Tighten: Loyalty -3 Rank IX (Kingdom Protection Project) - Golden Shields: No Immediate Effect - Wigmold: No Immediate Effect Rank X - If Golden Shields: Economy -5, Stability +15, Justicars' Garrison Building - If Wigmold: Stability +15, Wigmold's Prevention System Project -------------------------------- 4x. Espionage -------------------------------- Rank II (Scouting the Central/Northern Regions Projects) - Observe: Community/Stability -1 - Threaten: Economy -2 - Torture: Loyalty/Economy -1 Rank III (Loyal Spies Project) - Hostage: Military +2, Espionage +1 - Bind: Arcane +2, Espionage +1 - Mislead: Espionage +3 Rank IV (Scouting the Eastern Regions Project) - Deliver: Relations/Espionage +2 - Report: Relations/Espionage +2 - Sell: Gold +2000 Rank V - Escape: Relations -2, Espionage +4 - Ransom: Espionage +4, BP -100 - Silence: Espionage +2, BP -50 Rank VI (Scouting the Northeastern Regions Project) - Casal Tarne: Relations/Espionage +2 - Grey Gardeners: Relations/Espionage +2 - Peace: Relations +4 Rank VII - Purge the Ranks Problem Event Rank VIII (Scouting Glenebon Project) - Money: Economy -3 - Agents: Relations -3 Rank IX - Slander: No Immediate Effect - Frame: No Immediate Effect - Peace: Relations/Espionage +2, Scouting Pitax Project - Bomb: Scouting Pitax Project Rank X - If Frame: Relations +5 - If Peace: Stability +5 - Armies: Military +10 - Embassies: Relations +10 - Guilds: Arcane +10 ------------------------------------------------------------------------------------------------ 5. Regions & Regional Upgrades ------------------------------------------------------------------------------------------------ As you progress in the main quest and increase various Kingdom stats, additional regions will either become available to claim (via Project) or get automatically added to your kingdom. Each of these regions, in addition to holding a settlement, can also be customized with a specific region upgrade chosen from several competing options once you've upgraded your Capital to a city. -------------------------------- 5a. Region Unlock Requirements -------------------------------- Shrike Hills - Automatic (Chapter I: Stolen lands) Outskirts - Complete Project (150 BP) South Narlmarches - Quest Related (Chapter II: Troll Trouble) - Complete Project (400 BP) North Narlmarches - Community Rank III - Complete Project (225 BP) Kamelands - Loyalty Rank III - Complete Project (275 BP) Silverstep - Quest Related (The Lonely Hunter) - Kamelands Claimed - Complete Project (375 BP) Varnhold - Automatic (Chapter IV: The Varnhold Vanishing) Dunsward - Quest Related (Chapter IV: The Varnhold Vanishing) - Relations Rank V - Complete Project (300 BP) Tors of Levenies - Quest Related (Chapter IV: The Varnhold Vanishing) - Arcane Rank V - Culture Rank V - Complete Project (350 BP) Dire Narlmarches - Quest Related (Betrayer's Flight) - Complete Project (200 BP) Glenebon - Quest Related (Chapter V: The Twice-Born Warlord) - Complete Project (325 BP) Pitax - Automatic (Chapter VI: War of the River Kings) -------------------------------- 5b. Regional Upgrades -------------------------------- ------------------ Shrike Hills ------------------ Diamond in the Rough (650 BP; ???) - Economy +1 for each 2-Space building that increases Economy in this and adjacent regions - Culture +1 for each 2-Space building that increases Culture in this and adjacent regions - Relations +1 for each 2-Space building that increases Relations in this and adjacent regions - Economy +2 for each 4-Space building that increases Economy in this and adjacent regions - Culture +2 for each 4-Space building that increases Culture in this and adjacent regions - Relations +2 for each 4-Space building that increases Relations in this and adjacent regions Iron Heart of the Land (600 BP; ???) - General/Warden/Minister Event Rolls +3 in this and adjacent regions - Military Upgrade It's a Magical Place (625 BP; Complete 3 Research into the Nature of Curses Projects) - High Priest/Magister Event Rolls +5 in this region - Knowledge (Arcana) & Lore (Religion) Skill Checks +5 in claimed regions ------------------ Outskirts ------------------ Good Neighbors (200 BP; Union with Restov Project) - Problem Event Rolls +3 in regions adjacent to Brevan border Trading Ground (300 BP; Road to Oleg's Trading Post Project) - No Effect Military Outpost (350 BP; Return of the Past Glory Project) - ?Perquisite for Enforced Border Region Upgrade? - Problem Event Rolls -2 in regions adjacent to Brevan border - Military Upgrade ------------------ South Narlmarches ------------------ Bronzeshield Fortress (100 BP; No Trolls/Kobolds, Restoration of Bronzeshield Fortress Project) - Perquisite for Restoration of the Road of Shields Project - Military Upgrade The Magic of Candlemere Tower (200 BP; The Curse of Candlemere Quest) - Magister Opportunity Event Rolls +3 in this and adjacent regions - Mage's Towers provide +1 Divine and an additional +1 Arcane ------------------ North Narlmarches ------------------ Erastil's Holy Place (150 BP; Rebuild the Temple of the Elk Project) - Attack/Damage +2 against Animals/Magical Beasts in claimed regions - Lore (Nature) Skill Checks +5 in claimed regions Royal Hunting Grounds (200 BP; Clear Tuskgutter’s Lair Location) - No Effect ------------------ Kamelands ------------------ National Treasure (300 BP; Royal Museum built, Culture Rank V) - Museums provide an additional +2 Culture Horse-breeding Center (265 BP; Economy Rank IV, Culture Rank II) - World Map Movement Speed +20% in claimed regions ------------------ Silverstep ------------------ Fish Farm Village (250 BP; Community/Loyalty Rank IV) - Community +1 for each building that increases Community in this and adjacent regions - Loyalty +1 for each building that increases Loyalty in this and adjacent regions Jewelry Center (225 BP; Clear Ancient Mine Location, Complete Taldan Storyteller Collection) - No Effect Enigmatic Tales (200 BP; Clear Ghost Stone & Hilltop Trail Locations) - Cathedrals provide an additional +3 Divine - Magical Academies provide an additional +3 Arcane ------------------ Varnhold ------------------ Bread and Circuses (400 BP; Roc's Egg Quest) - Economy +1 for each building that increases Community/Loyalty in this region Guard Headquarters (350 BP; Stability Rank IV) - ?Perquisite for Enforced Border Region Upgrade? - Warden Problem Events roll twice in this and adjacent regions - Military Upgrade ------------------ Dunsward ------------------ Belly of the Stolen Lands (240 BP; Community Rank V, Loyalty Rank VI) - Community/Loyalty +1 for each Brewery/Granary/Windmill in this and adjacent regions Enforced Border (275 BP; Military VI & ?Side with Surtovas?) - ??? - Military Upgrade ------------------ Tors of Levenies ------------------ Mountain Resort (600 BP; Culture Rank V) - No Effect Daemonic Cult (600 BP; Evil Kingdom, Recruit Vordakai, & ???) - Community/Loyalty -1 on all Community/Loyalty-boosting Buildings in this and adjacent Regions - Divine/Arcane/Espionage +1 for each such Community/Loyalty reduction ------------------ Dire Narlmarches ------------------ Silvershield Fortress (200 BP; Restoration of the Silvershield Fortress Project) - Perquisite for Restoration of the Road of Shields Project - Military Upgrade Magic of the Abandoned Keep (300 BP; Find the Secret Study in the Abandoned Keep Location) - Magical Academies provide an additional +2 Arcane - Mage Towers provide an additional +1 Arcane ------------------ Glenebon ------------------ Gorum's Holy Place (500 BP; Intimidate Zorek & Durgath as Chieftan during Twice-Born Warlord) - Military Academies provide +2 Divine - Cathedrals provide +2 Military - Barbarian Arenas/Temples of Gorum provide an additional Military/Divine +1 - General/High Priest Events roll twice in this and adjacent regions - Damage +4 in this and adjacent regions - Military Upgrade Training Grounds (450 BP; Military Rank VII, Espionage Rank IV) - Military/Stability/Espionage +2 for each region with a Military Upgrade. - Military Upgrade ------------------ Pitax ------------------ In the Name of Art (500 BP; Don't close Academy of Grand Arts) - Longhouses provide an additional Culture +1 - Town Halls provide an additional Culture +2 - City Halls provide an additional Culture +3 Capital of Crime (400 BP; Khame Vereel as Governor) - Thieves Guilds/Gambling Halls/Assassins' Guilds provide best bonuses regardless of choices - Community/Economy/Stability -1 every 30 days - BP +500, BP +30 every 30 days - Extraordinary Goods from the Black Market Project every 30 days Daggermark’s Rival (500 BP; Espionage Rank VII) - Minister Events roll twice - Minister Opportunity Event Rolls +5 ------------------------------------------------------------------------------------------------ 6. Projects & Events ------------------------------------------------------------------------------------------------ Events are pretty strait-forward and mostly randomized. Event Priority: - Quest-related Events - Problems - Opportunities -------------------------------- 6a. Noteworthy Events -------------------------------- Accursed Things Problem: Quest Related (Nazrielle's Greatest Creation) Bog Mischief Problem: Quest Related (A Trail of Misfortune) Cold Diplomacy Problem: Quest Related (Cold Diplomacy) Creeping Death Problem: Quest Related (Ancient Curse) Cult Sacrifice Problem: Divine Rank Up Event Eight-Legged Plague Problem: Quest Related (Ancient Curse) Evil Pranksters: Quest Related (Ancient Curse) Feast of Nails Problem: Quest Related (Feast of the Nail) Gardeners of Faith: Divine Rank Up Event Hunting the Wild Hunt: Quest Related (Ancient Curse) Magical Anomaly Problem: Arcane Rank Up Event Merchant Conspiracy Problem: Loyalty Rank Up Event Nature's Wrath Problem: Quest Related (Nature's Wrath) Peasant's Revolt Problem: Loyalty Rank Up Event Portal Beasts Problem: Divine Rank Up Event Purge the Ranks Problem: Espionage Rank Up Event Rotten Beasts Problem: Quest Related (Ancient Curse) Silent Death: Arcane Rank Up Event The Grey Rebellion Problem: Community Rank Up Event The Legendary Scourge: Quest Related (Ancient Curse) The Wrath of Sevenarches Problem: Relations Rank Up Event Tracking the Great White Bulette: Stability Rank Up Event -------------------------------- 6b. Noteworthy Projects -------------------------------- A New Phase in the Life of Your Capital: Capital upgraded to Town/City A Way into Nyrissa's Dream: Quest Related (The Path of the Dreams) Alliance with Linxia: Stability +1 per week, Chance of Unrest +1 per week at Worried or lower Last Resort Project Unrest +1 Arcanamirium Sanctuary: Warden/Magister Problem Event Rolls +1 Arcane Experiments in the Capital: Magister Event Rolls +1 (Regional Magister Events +3) Arcane Protection from Compulsions: Immunity to Compulsion effects while in Kingdom Banning Arcane Experiments: Regional Magister Problems roll twice Border Training Camps: General Problem Event Rolls +2 Claim [Region Name]: Max Settlements +1 Community of Loyalists: Regent Event Rolls +2 Crime Fighters: Warden Problem Event Rolls +2 Crime Prevention: Warden Opportunity Event Rolls +2 Customs: Treasurer Problem Event Rolls +2 Defenders of the Land: Attack/Damage +1 while in Kingdom Defenders of the Land II: Attack/Damage +1 while in Kingdom Divine Protection from Fear: Immunity to Fear effects while in Kingdom Divine Protection from Poison: Immunity to Poison effects while in Kingdom Dri Stinvag's Miners: BP Income +1, Quest Related (Nature's Wrath) Easier Claim: Region Claim/Upgrade Speed +50% Easier Upgrades: Region Claim/Upgrade Cost -25% Expert Mountaineering: World Map Speed +100% on mountainous terrain Ezvanki's Offer: Free Shrine Building Faster Development: Rank Up Speed +50% Heeding the Poor and Weak: Regent Problem Event Rolls +1 Hunting for Morhalan: Community +1, Sharel Masterwork Quest Improved Diplomacy: BP +3 for each Grand Diplomat Success/Triumph Lighter Border Control: Relations +5, Regional Opportunity Event Rolls +2 along Brevan Border Protectors of the Land: AC/Saving Throws +1 while in Kingdom Rebuild the Temple of the Elk: Divine +2, Unlocks Region Upgrade Reforging the Sword: Amiri Personal Quest Repopulate Varnhold: Quest Related (Assemble a Militia in Varnhold) Restoration of the Taldan Mine: BP Income +1, Community/Economy +3 Restoration of the Road of Shields: BP Income +5, Economy +20, Relations/Stability +10 Warden/Treasurer Event Rolls +3 in Narlmarch regions Return of the Past Glory: Military +12, Economy/Relations -3, Unlocks Region Upgrade Road to Oleg's Trading Post: Economy +5, Relations -2, Unlocks Region Upgrade Sell the Soul Jar: BP +250 Talented Recruits: General Problem Event Rolls +1 The Helping Hand: Councilor Event Rolls +2 Trade Agreement with Irrisen: BP Income +1 Trade Agreement with Maegar Varn: BP Income +2 Trade Agreement with Razmiran: BP Income +4, Economy/Relations +5 Trading with Brineheart: BP Income +5, Economy +7 Undead Builders: Build Time -20% Union with Restov: Loyalty +1, Economy +1, Relations +5, Unlocks Region Upgrade Wigmold's Prevention System: Advisor Event Rolls +3 (depending on alignment) Warden for Lawful, Minister for Chaotic General and Treasurer for Neutral Regent for Good, Councilor for Evil -------------------------------- 6c. Situational Projects -------------------------------- [Party Member Name]'s Training: Raises character's level to 4/6/8/10/12/14 Agreement with Ioseph Sellemius: BP +500, Building Cost +25% Arcane Mastery: General Event Rolls +1 at Arcane V, +2 at Arcane VIII, & +3 at Arcane X Extraordinary Goods from the Black Market: Espionage +1, Random Item Favored by the People: Community +1 on Regent Triumph Feast for the Afflicted: Unrest +2 Find Any Hint on the Location of Armag's Tomb: Quest Related (The Twice-Born Warlord) Kingdom Defense: Random Encounter Chance -40% while in Kingdom Kingdom Protection: Random Encounter Chance -60% while in Kingdom Loyal Spies: Espionage +1 on failed Minister Events Loyalty of the Masses: Loyalty +1 for each Regent Success/Triumph On the Trail of Monsters: Quest Related (War of the River Kings) Research Into the Nature of Curses: [Name]: Must research at least 13 for secret romance/ending Restoration of Bronzeshield Fortress: Military +1, Stability +2, Unlocks Region Upgrade Restoration of Silvershield Fortress: Military +1, Stability +2, Unlocks Region Upgrade Scouting the [Area]: Reveals Locations and Resources on world map Stability by Nobility: Stability +1 for each Regent Success/Triumph Strengthen the [Advisor Name]'s Skills: Adviser Event Rolls +1 Swordplay Mastery: General Rolls +1 at Relations V, +2 at Relations VIII, & +3 at Relations X Tracking the Throne Thief: Quest Related (Runaway Throne) Trade Agreement with Gralt: BP Income +2 during Unrest, additional +1 per level of Unrest Trading with Restov: BP Income +2 for non-military region upgrades on Brevan border Trade with the Outer Planes: Economy/Arcane +1, Random Item -------------------------------- 6d. Skippable Projects -------------------------------- Aldori Fighting School: Enhanced Military/Swordlord Academy bonuses Arcane Lobby: BP Cost -10% for Arcane-boosting buildings Blue Blood Community: BP Cost -15% for Community-boosting buildings Enhanced Trade with New Stetven: Enhances Trade Agreement with Surtova by +1 per settlement Fortifying the Foundation Project: BP Cost -15% for Stability-boosting buildings Improving Cultural Development: BP Cost -15% for Culture-boosting buildings Improving Economic Status: BP Cost -15% for Economy-boosting buildings Laying the Foundation: BP Cost -10% for Stability-boosting buildings Lost Dwarven Knowledge: BP Cost -40% for Silvershield/Bronzeshield Region Upgrades Military +4 & Stability +2 if both constructed Love of the People: BP Cost -10% for Loyalty-boosting buildings Minting Coin: BP Income +1 for each available 1000 BP (up to +5) Open a Hospital: Community +3, Loyalty +4 Open Guard Headquarters: Military +3, Stability +4 Pillage the Temple of the Elk: BP +150 Spell Resistance Discovery: Spell Resistance 16 while in Kingdom Strong Nation: BP Cost -10% for Community-boosting buildings Temple of Kurgess: Community/Divine +7, Community +1 on Regent Failure/Disaster Problem result Stability +1 on Warden Failure/Disaster Problem result Trade Agreement with Gralton: Economy +5 Trade Agreement with Surtova: BP Income +1 per Village, +2 per Town, +5 per City Undead Guards: Divine/Arcane/Stability +5 Varisian Patrols: Economy/Stability +3 ------------------------------------------------------------------------------------------------ 7. Buildings ------------------------------------------------------------------------------------------------ -------------------------------- Notable Buildings -------------------------------- Assassins' Guild (85 BP) - 1 Space; Non-Lawful/Non-Good; Quest Related (On the Edge?) - Community/Stability -1 for each Regional Warden Event - Community -1 every 30 days - If bandits supported in Community Rank Up events: - BP +25 every 30 days - Community -10 & Unrest +1 when Unrest at Crumbling Black Market (125 BP) - 1 Space; City - Relations +2 - Espionage +2 - Economy -1 every 30 days - If bandits supported in Community Rank Up events: - BP +25 every 30 days - Extraordinary Goods from the Black Market Project every 90 days Aviary (45 BP) - 1 Space; Town; Wildcard DLC Quest-related (A Matter of Principle) - Relations +1 - Espionage +1 - Regional Event Time -1; Kingdom Management Radius +1 Bulletin Board (30 BP) - 1 Space; Lawful - Military +1 - Regional Problem Rolls +2 Courthouse (150 BP) - 2 Spaces; Town; Lawful - Community +2 - Stability +3 - Regional Warden Problem Event Rolls +4 Crusader's Castle (450 BP) - 4 Spaces; City; Quest Related (Honor and Duty) - Regional Attack/Damage +1 against Undead/Outsider enemies - Counts as a Castle Embassy Row (400 BP) - ? Spaces; City; Relations Rank VIII - Economy +0 (+3 for each adjacent Economy-increasing building) - Relations +7 - Culture +0 (+3 for each adjacent Culture-increasing building) - Espionage +0 (+3 for each adjacent Espionage-increasing building) - Regional Grand Diplomat Problem Event Rolls +3 Gambling Den (30 BP) - 1 Space; Town; Non-Lawful/Non-Good; Thieves Guild - Economy -3 every 30 days - Regional Warden Event Rolls -1 - BP +10 every 30 days - If bandits supported in Community Rank Up events: - BP +1-100 every 30 days Halflings Brewery (100 BP) - 1 Space; Capital Only; Rank Up Unlock - Relations +2 - 10% chance each week of +1 BP and 10% chance each week of +3 BP. Hellknight Castle (350 BP) - 4 Spaces; City; Quest Related (Feast of the Nail) - Loyalty -4 - Military +8 - Stability +12 - Regional Attack/Damage +1 against Chaotic enemies - Counts as a Castle Hospital (50 BP) - 1 Space; Town; Good - Community +1 - Loyalty +2 - Regional Regent/Councilor Event Rolls +1 Mage's Tower (100 BP) - 2 Spaces; Town - Arcane +4 (additional +3 if isolated) - Can Teleport to any other Mage Tower or Teleportation Circle Mint (350 BP) - 4 Spaces; City; ?Economy V? - Community +0 (+3 if adjacent to a Palace) - Divine +0 (+3 if adjacent to a Cathedral) - Stability +0 (+3 if adjacent to a Castle) - BP Income +2 Pathfinder Lodge (175 BP) - ? Spaces; City; Quest Related (Finding the Pathfinders) - Regional Knowledge/Lore Skill Checks +3 Stocks (15 BP) - 1 Space; Evil - Stability +1 - Regional Problem Rolls +1 Tannery (30 BP) - 1 Space; Isolated; Rank Up Unlock - BP Income +1 If multiple Tanneries in settlement: - Community -1 - Loyalty -1 Teleportation Circle (20 BP) - 1 Space; Rank Up Unlock (Arcane III) - Can Teleport to any other Teleportation Circle or Mage Tower Thieves Guild (100 BP) - ? Space; Town, Non-Lawful/Non-Good - Loyalty -1 for each Regional Warden Event - Economy -1 every 30 days - If bandits supported in Community Rank Up events: - Loyalty +1 for each Regional Regent Event - BP +25 every 30 days - If commoners supported in Community Rank Up events: - Loyalty -1 for each Regional Regent Event -------------------------------- All Buildings -------------------------------- ---------------- 7a. Village+ ---------------- Artisan Shop/Artisan Workshop/Artisan Studio (30 BP +45 BP +60 BP) - 1 Space; Quest Related - Economy +0 (+1 if next to Longhouse/Town Hall/City Hall or Tavern/Inn) Barracks/Garrison/Citadel (30 BP +35 BP +40 BP) - 1 Space - Military +1/+2/+2 - Stability +0 (+1 if next to Longhouse/Town Hall/City Hall) Brewery (35 BP) - 1 Space - Loyalty +0 (+1 if same settlement as Windmill) - Relations +1 - Stability +0 (+1 if same settlement as Tavern/Inn) Bulletin Board (20 BP) - 1 Space; Lawful Alignment - Military +1 - Regional Problem Event Rolls +2 Dance Hall (30 BP) - 1 Space; Chaotic Alignment - Loyalty +2 - Culture +1 Granary (15 BP) - 1 Space - Community +1 Halflings Brewery (100 BP) - 1 Space; Rank Up Unlock (Economy IV) - Relations +2 - 10% chance each week of BP +1 and 10% chance each week of BP +3. Herbalist's House/Alchemist Laboratory/Magic Shop (20 BP +30 BP +40 BP) - 1 Space - Loyalty +1/+1/+1 - Divine +0/+0/+1 - Arcane +0/+1/+1 (additional +1 if adjacent to Shrine/Temple/Grand Temple) Longhouse/Town Hall/City Hall (50 BP +30 BP +30 BP) - 1 Space - Community +1/+1/+1 - Loyalty +0/+1/+1 - Divine +1/+1/+1 - Relations +0/+0/+1 - Culture +1/+1/+1 Lumberyard (25 BP) - 1 Space; No Sacred Grove in settlement - Economy +1 - Relations +0 (+1 if same settlement as Piers/Marina/Waterfront) Monolith (25 BP) - 1 Space; True Neutral Alignment - Divine +0 (+1 if isolated) Monument (45 BP) - 1 Space - Community +1 - Loyalty +1 Orphanage (35 BP) - 1 Space; Good Alignment - Community +1 - Loyalty +1 Piers/Marina/Waterfront (25 BP +30 BP +50 BP) - 1 Space; Water Space - Community +0/+1/+1 - Economy +1/+1/+2 - Relations +0/+0/+2 - Culture +0/+0/+1 School (40 BP) - 1 Space; Rank Up Unlock (Culture II) - Military +0 (+1 if adjacent to Barracks/Garrison/Citadel) - Divine +0 (+1 if adjacent to Shrine/Temple/Grand Temple) - Culture +1 Shop/Trade Shop/Luxury Store (20 BP +30 BP +40 BP) - 1 Space - Community +0/+1/+2 - Economy +1/+1/+2 (additional +1 if adjacent to Tavern/Inn or Fair; +2 if both) Shrine/Temple/Grand Temple (25 BP +30 BP +35 BP) - 1 Space - Loyalty +0 (+1 if next to Longhouse/Town Hall/City Hall) - Divine +1/+2/+3 (additional +1 if adjacent to Monument) Smithy/Foundry/Forge (20 BP +30 BP +35 BP) - 1 Space - Military +1/+1/+2 - Economy +0/+1/+1 (additional +1 if adjacent to Shop/Trade Shop/Luxury Store or Fair; +2 if both) Stocks (15 BP) - 1 Space; Evil Alignment Only - Stability +1 - Regional Problem Event Rolls +1 Tannery (30 BP) - 1 Space; Isolated; Rank Up Unlock - BP Income +1 If multiple Tanneries in settlement: - Community -1 - Loyalty -1 Tavern/Inn (20 BP +45 BP) - 1 Space - Economy +1/+1/+1 - Relations +0/+1/+1 (additional +1/+2/+3 if adjacent to Longhouse/Town Hall/City Hall) Teleportation Circle (20 BP) - 1 Space; Rank Up Unlock (Arcane III) - Can Teleport to any other Teleportation Circle or Mage Tower Watchtower (30 BP) - 1 Space; Isolated - Military +0 (+1 if same settlement as Barracks/Garrison/Citadel) - Stability +0 (+1 if same settlement as Wooden Wall/Stone Wall/Reinforced Wall) - Espionage +1 Windmill (40 BP) - 1 Space; Isolated - Community +1 (additional +1 if same settlement as Granary or Brewery; +2 if both) Wooden Wall/Stone Wall/Reinforced Wall (30 BP +20 BP +25 BP) - Wall Space - Military +1/+2/+3 - Stability +0 (+1 if same settlement as Barracks/Garrison/Citadel) ---------------- 7b. Town+ ---------------- Andoran Bank - 1 Space; ??? - Loyalty +0 (+1 if adjacent to a Town Hall/City Hall) - Economy +2 (+1 if adjacent to a Town Hall/City Hall) - Stability +0 (+1 if adjacent to a Town Hall/City Hall) - Counts as a Bank Assassins' Guild (85 BP) - 1 Space; Non-Lawful/Non-Good Alignment; Quest Related (On the Edge?) - Community/Stability -1 for each Warden Event in region - Community -1 every 30 days - If bandits supported in Community Rank Up events: - BP +25 every 30 days - Community -10 & Unrest reset to Rioting if Unrest falls to Crumbling Aviary (45 BP) - 1 Space; Wildcard DLC Quest-related (A Matter of Principle) - Relations +1 - Espionage +1 - Regional Event Time -1; Kingdom Management Radius +1 Brothel (100 BP) - 1 Space; Chaotic Alignment - Loyalty +1 - Exonomy +1 - Relations +1 - Espionage +1 - Regional Diplomat/Minister Event Rolls +1d6(-3) Cistern/Everflowing Spring (60BP +60 BP) - 1 Space - Divine +0/+0 (+1 if Everflowing Spring adjacent to Temple) - Loyalty +0/+1 (additional +1 if adjacent to Park) - Stability +2/+2 Courthouse (150 BP) - 2 Spaces; Lawful Alignment - Community +2 - Stability +3 - Regional Warden Problem Event Rolls +4 Exotic Garden (200 BP) - 2 Spaces; Project Related (Research into the Nature of Curses: The Everblooming Flower) - Community +0 (+1 if adjacent to a Town Hall/City Hall) - Loyalty +2 - Culture +0 (+1 if adjacent to a Museum) - Arcane +3 (additional +2 if adjacent to a University) - Counts as a Park Fair (100 BP) - 2 Spaces; True Neutral Alignment - Economy +0 (+1 for each adjacent Economy-boosting Building) Festival (175 BP) - 2 Spaces; Quest Related (The Rushlight Tournament) - Economy +2 (+1 for each adjacent Economy-boosting Building) - Culture +2 (+1 for each adjacent Culture-boosting Building) - Counts as a Fair Fort (125 BP) - 2 Spaces - Military +2 (additional +1 if same settlement as Garrison/Citadel) - Stability +2 (additional +1 if same settlement as Jail) - Espionage +0 (+1 if same settlement as Watchtower) Gambling Den (30 BP) - 1 Space; Non-Lawful/Non-Good Alignment; Thieves Guild in Settlement - Economy -3 every 30 days - Regional Warden Event Rolls -1 - BP +10 every 30 days - If bandits supported in Community Rank Up events: - BP +1-100 every 30 days Goblin Quarters (125 BP) - 2 Spaces; Quest Related (Nok-Nok and the Trouble with Goblins) - Loyalty -1 - Relations +2 - Espionage +3 Hospital (50 BP) - 1 Space; Good Alignment - Community +1 - Loyalty +2 - Regional Regent/Councilor Event Rolls +1 Jail (75 BP) - 1 Space - Community +1 - Stability +2 (additional +1 if adjacent to Barracks/Garrison/Citadel or Fort; +2 if both) Justicars' Garrison (45 BP) - 1 Space; Rank Up Event (Stability X) - Military +1 - Stability +1 (+1 if adjacent to Longhouse or Museum/Bank; +2 if both) - Counts as a Garrison Kobold Quarters (175 BP) - 2 Spaces; Quest Related (Giant Sycamore or Troll Trouble) - Loyalty -1 - Relations +2 - Espionage +3 (additional +3 if adjacent to Thieves Guild or Assassins' Guild) Library (70 BP) - 1 Space - Divine +1 - Arcane +1 - Stability +0 (+1 if adjacent to Courthouse) - Culture +0 (+1 if adjacent to Printing House) Lighthouse (60 BP) - Lighthouse Space - Stability +1 - Espionage +1 Mage's Tower (100 BP) - 2 Spaces - Arcane +4 (additional +3 if isolated) - Can Teleport to any other Mage Tower or Teleportation Circle Mansion (100 BP) - 2 Spaces - Community +3 - Relations +1 - Culture +1 - Espionage +1 Museum (100 BP) - 2 Spaces - Culture +3 (additional +3 if Royal Museum in Kingdom) Nethys' Library (100 BP) - 1 Space; Rank Up Unlock (Divine IV) - Divine +1 (additional +1 if adjacent to Shrine/Temple/Grand Temple) - Arcane +3 - Counts as Library Park (100 BP) - 2 Spaces - Community +0 (+1 if adjacent to Town Hall/City Hall) - Loyalty +4 - Divine +0 (+1 if adjacent to Temple/Grand Temple) - Culture +0 (+1 if adjacent to Museum) Printing House (100 BP) - 2 Vertical Spaces; Capital Only; Quest Related (Linzi) || Rank Up Unlock (Loyalty IV) - Community +0 (+4 if Good Alignment) - Loyalty +0 (+4 if Chaotic Alignment) - Military +0 (+4 if Evil Alignment) - Economy +0 (+2 if Neutral Alignment; +4 if True Neutral) - Stability +0 (+4 if Lawful Alignment) - Culture +0 (+2 if Neutral Alignment; +4 if True Neutral) Sacred Grove (100 BP) - 2 Spaces; No Lumberyard in settlment - Military +2 - Divine +3 (additional +2 if adjacent to Monolith) Temple of Asmodeus (75 BP) - 1 Space; Rank Up Unlock (Divine VII) - Divine +0 (+1 if adjacent to Monument) - Stability +0 (+1 if next to Longhouse/Town Hall/City Hall) - Counts as a Temple Temple of Cayden Cailean (75 BP) - 1 Space; Rank Up Unlock (Divine VII) - Loyalty +0 (+1 if next to Longhouse/Town Hall/City Hall) - Divine +0 (+1 if adjacent to Monument) - Counts as a Temple Temple of Gorum (75 BP) - 1 Space; Rank Up Unlock (Divine VII) - Military +0 (+1 if next to Longhouse/Town Hall/City Hall) - Divine +0 (+1 if adjacent to Monument) - Counts as a Temple Thieves Guild (100 BP) - ? Space; Non-Lawful/Non-Good Alignment - Loyalty -1 for each Regional Warden Event - Economy -1 every 30 days - If bandits supported in Community Rank Up events: - Loyalty +1 for each Regional Regent Event - BP +25 every 30 days - If commoners supported in Community Rank Up events: - Loyalty -1 for each Regional Regent Event Varnhold Inn (85 BP) - 1 Space; Quest Related (The Varnhold Vanishing) - Economy +2 - Relations +2 - Counts as an Inn Vordakai's Tower (125) - 2 Spaces; Quest Related (The Varnhold Vanishing) - Community -2 (+0 if isolated) - Loyalty -2 (+0 if isolated) - Arcane +8 - Culture +2 - Can Teleport to any Mage Tower or Teleportation Circle - Counts as a Mage Tower ---------------- 7c. City ---------------- Academy (200 BP) - 2 Spaces; University in settlement - Loyalty +0 (+3 if Good Alignment) - Economy +0 (+3 if Neutral Alignment) - Divine +2 - Relations +2 - Arcane +2 - Espionage +0 (+3 if Evil Alignment) Academy of Magic (300 BP) - 4 Spaces; Arcane VIII - Arcane +0 (+2 for each Mage Tower in Kingdom) Bank (75 BP) - 1 Space - Economy +2 (+1 if adjacent to a City Hall) - Stability +0 (+1 if adjacent to a City Hall or Garrison; +2 if both) Barbarian Arena (500 BP) - 4 Spaces; Quest Related (The Twice-Born Warlord) - Military +6 (additional +3 if Kobold Quarters/Troll Quarters/Goblin Quarters in settlement) - Culture +6 (additional +3 if Kobold Quarters/Troll Quarters/Goblin Quarters in settlement) Bard College (300 BP) - 4 Spaces; Culture VIII - Loyalty +1 - Economy +1 - Relations +1 - Culture +(8 + Culture Rank) Black Market (125 BP) - 1 Space - Relations +2 - Espionage +2 - Economy -1 every 30 days - If bandits supported in Community Rank Up events: - BP +25 every 30 days - Extraordinary Goods from the Black Market Project every 90 days Castle (250 BP) - 4 Spaces; Stability VIII - Military +0 (+2 if settlement has a Foundry, Citadel, and/or Reinforced Wall; +6 if all 3) - Stability +10 Cathedral (325 BP) - 4 Spaces; Divine VIII - Community +0 (+5 if adjacent to a Palace or Castle) - Divine +2 (+2 for each Divine-increasing building in the settlement) Crusader's Castle (450 BP) - 4 Spaces; Quest Related (Honor and Duty) - Regional Attack/Damage +1 against Undead/Outsider enemies - Counts as a Castle Dwarven Bastion (50 BP) - Wall Space; Quest Related (Nature's Wrath); Reinforced Wall in settlement - Community +1 - Military +3 - Stability +2 - Counts as Reinforced Walls Embassy Row (400 BP) - 4 Spaces; Relations VIII - Economy +0 (+3 for each adjacent Economy-increasing building) - Relations +7 - Culture +0 (+3 for each adjacent Culture-increasing building) - Espionage +0 (+3 for each adjacent Espionage-increasing building) - Regional Grand Diplomat Problem Event Rolls +3 Forum (274 BP) - 4 Spaces; Loyalty VIII - Loyalty +3 - All Stats +0 (+1 for each Loyalty-paired stat-increasing building in the settlement; +1 max) Hellknight Castle (350 BP) - 4 Spaces; Quest Related (Feast of the Nail) - Loyalty -4 - Military +8 - Stability +12 - Regional Attack/Damage +1 against Chaotic enemies - Counts as a Castle Irovetti's Palace (350 BP) - 4 Spaces; Quest Related (War of the River Kings) - Community +8 - Relations +4 - Espionage +4 - Counts as a Palace Military Academy (400 BP) - 4 Spaces; Military VIII - Military +5 (+1 for each adjacent Military-increasing building) - Stability +3 (+1 for each adjacent Stability-increasing building) - Espionage +3 (+1 for each adjacent Espionage-increasing building) Mint (350 BP) - 4 Spaces; ?Economy V? - Community +0 (+3 if adjacent to a Palace) - Divine +0 (+3 if adjacent to a Cathedral) - Stability +0 (+3 if adjacent to a Castle) - BP Income +2 Nethys' Academy (350 BP) - ? Spaces; ?Quest Related? - Military +0 (+2 for each adjacent Military-increasing building) - Arcane +0 (+2 for each adjacent Arcane-increasing building) - Counts as a Academy of Magic Noble Villa (175 BP) - 2 Spaces; Isolated - Community +3 - Relations +3 - Espionage +3 Palace (300 BP) - 4 Spaces; Community VIII - Community +0 (+3 if adjacent to any building listed below) - Loyalty +0 (+1 if adjacent to a Park/Sacred Grove) - Military +0 (+1 if adjacent to a Citadel/Castle) - Divine +0 (+1 if adjacent to a Grand Temple/Catheral) - Relations +0 (+1 if adjacent to a City Hall) Pathfinder Lodge (175 BP) - ? Spaces; Quest Related (Finding the Pathfinders) - Regional Knowledge/Lore Skill Checks +3 Pitax Bard College (350 BP) - 4 Spaces; Quest Related (War of the River Kings) - Loyalty +1 - Economy +4 - Relations +1 - Culture +8 - Espionage +4 - Counts as a Bard College Royal Museum (300 BP) - 2 Spaces; Culture IV - Culture +0 (+3 for each completed Storyteller Collection) Swordlord Academy (450 BP) - 4 Spaces; Rank Up Unlock (Military X) - Loyalty +5 (+1 for each adjacent Loyalty-increasing building) - Military +5 (+1 for each adjacent Military-increasing building) - Stability +3 (+1 for each adjacent Stability-increasing building) - Counts as a Military Academy Theater (125 BP) - 2 Spaces - Culture +2 (additional +1 for each adjacent Culture-increasing building) University (200 BP) - 2 Spaces; Rank Up Unlock (Culture VIII), Library in settlement - Economy +0 (+2 if Neutral Alignment) - Divine +1 - Relations +1 (+2 if Chaotic Alignment) - Arcane +1 - Culture +1 - Espionage +0 (+2 if Lawful Alignment) Vault of Forbidden Knowledge (200 BP) - ? Space; Quest Related (Darker than Black?) ------------------------------------------------------------------------------------------------ 8. Artisans ------------------------------------------------------------------------------------------------ One or more Artisans can be found in each of the first 7 claimable region settlements. Most require visiting the settlement directly in order to recruit them, and none have a chance to start working on a masterwork until after you've been named King/Queen. The chance of creating a masterwork is dependant on their personal quests, whether or not a Region Upgrade has been built in the area, and certain Kingdom Stats. ------------------ Shrike Hills ------------------ Irlene (Mage Equipment; Relations III/VI, Arcane VI) - Requires Arcane 20 - Agree to her Throne Room request to recruit - Masterwork Quest requires a Unicorn Horn from either: - Random encounter in the Narlmarches - The Abandoned Keep location ------------------ Outskirts ------------------ Bokken (Potions; Loyalty III/VI, Arcane IV) - Visit at Oleg's to recruit - Masterwork Quest requires 3 books: - Of Transmutations & Bodily Poisons, Part 1 (Abandoned Hut & Swamp Witch Hut) - Of Transmutations & Bodily Poisons, Part 2 (Herb-triggered chests & Bokken himself) - Of Transmutations & Bodily Poisons, Part 3 (Verdant Chambers & Lonely Barrow) ------------------ South Narlmarches ------------------ Dragn (Dwarven Equipment; Military VIII, Stability V/VI/VII) - Agree to his Throne Room request to recruit - Masterwork Quest requires armor pieces found at Secluded Lodge, Oleg's, and Hassam's Shop Shaynih'a (Exotic Equipment; Economy VIII, Relations IV/VIII) - Visit South Narlmarches settlement with Linzi or Jubilost in party to recruit - Masterwork Quest requires telling the truth both times ------------------ North Narlmarches ------------------ Kimo (Wooden Equipment; Loyalty IV/VIII, Culture V) - Visit North Narlmarches settlement to start recruitment quest - Masterwork Quest requires completing a Problem Event and finding the Fey Glade location - Masterwork Quest requires an Emerald Necklace which can be acquired from: - Flintlock Grassland - Wildcard DLC Quest "A Task for the Sweet Teeth" (Narlmarch option) Sharel (Clothing; Divine III/VI, Arcane V) - Visit North Narlmarches settlement to start recruitment quest - Masterwork Quest requires finding a random encounter in the Narlmarches - Masterwork Quest requires completing a Project with the Warden ------------------ Kamelands ------------------ Nazrielle (Dexterity Equipment; Community V/IX, Relations VI) - Visit Kamelands settlement to recruit - Masterwork Quest requires arresting/attacking her apprentice in the Capital Varrask (Strength Equipment; Military VI/IX, Espionage V) - Visit Kamelands settlement and buy Tools from nearby merchant to recruit ------------------ Silverstep ------------------ Mim (Accessories; Economy V/VIII, Culture VI) - Visit Silverstep settlement with an Emerald to recruit - Emeralds can be found at Waterlogged Lowland, Old Sycamore, & Swamp Witch's Hut - Masterwork Quest requires buying Elven Absinthe from Hassam (in the Capital) ------------------ Varnhold ------------------ Tirval (Leather Armor; Espionage III/VIII) - Forming the Militia is required to build their shop