Building a City

Please note that these building have been modified to reflect various errata and suggestions from the game designers and others and are not exactly the same as the buildings in Rivers Run Red. When a building description says that it must be built next to a house then an unused house is required, houses that have already been used once cannot be used again. It is a design limitation put in by the designers to make sure that a suitable amount of housing is available in the city to support its businesses – however, Tenements, Houses and Mansions all count as a house for building purposes.

All buildings are size 1 unless other wise noted

Preparing a City District Site

Terrain Cost to Prepare Time to Prepare
Forest 4 BP 2 months
Grassland 1 BP Immediate*
Hills 2 BP 1 month
Mountains 12 BP 4 months
Swamp 8 BP 3 months

*Construction of buildings can be started the same month for grassland cities.


These buildings can only be built as part of a Thorp or a Hamlet

Huts (1 BP): Cheap housing units in the countryside. Huts count as houses for the purpose of fulfilling building requirements, but building too many huts can increase a kingdom’s Unrest quickly. You can build a house over an existing hut for 2 BP. Unrest +2. SPECIAL: Huts can only be built in Thorps or Hamlets


These buildings work well in any settlement except Thorps.

Alehouse (6 BP; must be adjacent to 1 house): A cheap eating and drinking establishment – Capable of Poor Quality Meals/Lodgings. Economy +1, Loyalty +1; Unrest +1.

Barracks (6 BP): A building to house city guards, militia, and military forces. Stability +1, Defense Modifier +1; Unrest –1.

Brewery (6 BP): A building for beer making, winemaking, or similar use. Loyalty +1, Stability +1.

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

Dump (6 BP; cannot be adjacent to a house): A centralized place to dispose of refuse. Loyalty +1, Stability +1; limit one per district.

Granary (6 BP): A place to store grain and food. Loyalty +1, Stability +1.

Graveyard (6 BP; cannot be adjacent to a house): A plot of land to honor and bury the dead. Economy +1, Loyalty +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.

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

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; Economy +1, Loyalty +1; Unrest –1.

Smith (6 BP): An armor smith, blacksmith, or weapon smith. Economy +1, Stability +1.

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


These buildings work well in most settlements larger than a hamlet

Alchemist (18 BP; must be adjacent to 1 house): The laboratory and home of a creator of potions, poisons, and alchemical items. City base value +1,000 gp; 1 minor item; Economy +2.

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

Exotic Craftsman (10 BP; must be adjacent to 1 house): The workshop and home of an exotic craftsman, such as a a tinker, a fireworks maker, or a glassblower. 1 minor item; Economy +2, Stability +1.

Garrison (28 BP): SIZE 2 – A large building to house armies, train guards, and recruit militia. Halves cost of City Wall, Granary, and Jail in same city; Stability +2; Defense Modifier +4; Unrest –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, Economy +1.

Inn (12 BP; must be adjacent to 1 house): A place for visitors to spend the night. City base value +500 gp; Economy +1, Loyalty +1.

Jail (14 BP): 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.

Mansion (10 BP): A single huge manor housing a rich family and its servants. 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; limit one per district.

Noble Villa (25 BP): SIZE 2 – 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, Stability +1.

Park (4 BP): A plot of land set aside for its natural beauty. Loyalty +1; Unrest –1; limit one per district.

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.

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.

Tavern (10 BP; must be adjacent to 1 house): An eatery or drinking establishment. City base value +500 gp; Economy +1, Loyalty +1.

Temple (28 BP): SIZE 2 – 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, Economy +1.

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): SIZE 2 – 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): SIZE 2 – A public venue for town meetings and repository for town records. Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.

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

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


Buildings that are much more at home in Large Towns and Cities

Academy (52 BP): SIZE 2 – 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 +3, Loyalty +2.

Arena (40 BP): SIZE 4 – 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.

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; Economy +5, Stability +1; Unrest +1; limit one per city.

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

Castle (54 BP): SIZE 4 – 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): SIZE 4 – 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, 1 major item; Economy +4, Loyalty +4; Unrest –4; limit one per city.

Guildhall (34 BP; must be adjacent to 1 house): SIZE 2 – 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.

Luxury Store (32 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 +2.

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 +5.

Market (48 BP; must be adjacent to 2 houses): SIZE 2 – 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 +3, Stability +2.

Waterfront (90 BP; must be adjacent to a water border): SIZE 4 – 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.


Special Buildings

Realistically – this sections is more for Role Play purposes that Kingdom building purposes. It just make you aware that I am prepared to work on customised buildings with you – and gives some broad guidelines for us to follow Costs for customised buildings vary – but will generally be a bit more a bit more than the component parts.

Custom buildings gain benefits for your kingdom in line with their custom parts – however, be aware that the benefits for the custom building will generally be less than for the individual parts – to keep it in line with the reducing benefits of larger buildings in the rest of the rules.

Compound (cost varies) SIZE2 or Larger – Possibilities include a Paldin’s Chapter House (shrine, watchtower) Or (Temple, Garrison) sophisticated sword schools, Monasteries – or anything else you think is missing. Benefits accrue in line with those of the component parts although they will be reduced slightly :)

Personalised hamlets are also possible :)

Building a City

New Haven j_bee_uk