| Espagnoll |
I had recently this idea I wanted to share with you all who are in the middle of a kingmaker AP or in a homebrw campaign in which the rules for kingdom building are used.
Skyship port [BP 120, 6 Lots]
Limit Settlement must have University, Market, Military Academy, Observatory, Bank and at least 2 Alchemist.
Special Kingdom's armies always have Battlefield advantage in enemy territory and gain the Aerial bombardment tactic*. 50% chances of visited by vercite merchants**.
Kingdom Economy +10, Stability +7, Fame +5, Loyalty +5
Sometimes the enemies of your kingdom would blockade your land and sea trade routes, few of them would manage to offer any possible obstacle to the third trade route this structure will provide. Develop mostly by kingdoms with access to dirigibles or giant flying beasts, it also houses the kingdoms aerial forces, providing a better control over the lands where the settlement is located. Is also said this kind of structures also calls the attention of merchants coming from worlds beyond.
*Aerial Bombardment.
The army OM increases by 4 against armies without range attacks (2 OM if it haves access to ranged attacks). After the range phase the enemy army suffer -3 to Morale. The army must have access to sky ships or aerial mounts for use this tactic.
**Vercite merchants visit table
When sky captains from Verces come to Golarion, they can bring quite exotic immigrants with them or unusual products.
%d Event
01-29Wonders never seen before
The vercite merchants bring technological goods which are extremely rare on Golarion, increasing the kingdom's fame +2 and also +3 to Productivity and Economy
30-39 Aballonian sage.
A strange intelligent construct who claims coming from Aballon (Aballonian lvl 5 expert) decides to explore your kingdom for learn more about the organics. During it stance decides to help the local authorities with mathematical and engineering problems, increasing the kingdom's treasury by 1d12 and decreasing the BP of any building by half during its stance until next event phase.
40-49 Lashunta Embassy
A group of beautiful women escort by hairy rude humanoids demand an audience with the kingdom's authorities. The visit increases Fame by 2 and Lore related to Castrovel by 1d4 and also grants 1d3 wondrous items.
50-59 Bored Eoxian bonesage
A wandering bonesage from Eox has decided to pay a visit to your kingdom, bored of the political struggle from his/her planet and the entertainment of the Halls of the Living. The presence of the lich like undead forces a Stability and Loyalty checks as spreads strange philosophies among the young people, if said checks the settlement will suffer the same effects as in failed Cult Activity and Vandals checks at the same time.
60-69 Triaxian mercenaries
A company of triaxian (summerborn or winterborn lvl 5 fighter)and dragonkin mercenaries want to offer their services to your kingdom, adding +2 to defense. They stay as long as 1 BP is spend at the beginning of the next event phase.
70-79 Shobhad weaponsmith
A mysterious giant from Akiton (Shobhad Expert 3/ Gunslinger 2) has come to sell his weaponsmith skills, granting the kingdom access to gunpowder weapons at half of their cost.
80-89 Sarcerian Biomancers
A trio of strange humanoids who say to come from the Diaspora offer their service to the kingdom in exchange of study the local flora and fauna of the kingdom. Their science and magic grants the kingdom's farms and fisheries consumption decrease by 4 and 2 respectively until next event phase.
90-100 Space Pirates!
The vercites who had come to the skyship port aren't merchants but pirates, raiding the settlement and causing the destruction of half the buildings in it plus increasing unrest by 3 as they unleash strange monsters as a distraction making productivity decrease by 1d6 if a stability check is failed. The raid makes the treasury have 1d6 BP decrease.