Cala'diel (3.5e Campaign Setting)/PC Town

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In this campaign I gave the PC's a method of running their own town. This lets them not have to focus on dumping skill points in their characters on crafting skills. This system is still being worked on.

Resource Gathering and Building Times[edit]

The people living in this town will help the PC's out any way they can. One way they can help is by gathering wood and stone. The DM decides how many people live in the town and how many are willing to help the PC's accomplish their goals. The PC's then tell the DM how many villagers will being what tasks. The more villagers doing the same task the faster that task is completed. These numbers were calculated with a town population of 30 to 50 healthy workers.

  • In one weeks time a single villager can find, cut, transport and prepare one unit of Lumber.
  • In one weeks time a single villager can travel to the quarry, gather resources, transport and cut one unit of Stone.

Remember that these units represent all the prep work needed to mold and shape said material into its desired shape. Obviously building a Church made of stone would require larger and more stones that what is listed in the materials cost. This system is very simplified and not intended for the DM to make over complicated.

Building a building requires a upfront payment of the gold cost and material cost. It is not intended for the DM to allow buildings to be started and finished at different times. Calculating the time it takes to build a building is represented in the gold cost.

  • The gold cost of a building represents how many days it would take a single worker to complete. So if a building has a cost of 250 gold, it would take a single worker 250 days to complete. If 10 workers worked on the same building, it would be completed in 25 days. 25 workers - 10 days.

Building Cost and Requirements[edit]

The Labor Gold cost is the price you use to find build time. The Total Gold cost is the amount to you pay to complete the building, this means it includes the furnishing.

Stand alone Buildings:[edit]

Name Labor Gold Cost Total Gold Cost Lumber Stone
Town Square 250 250 - 25
Dock 250 250 20 5
Library 250 400 15 10
Guard House 150 200 5 10
Tavern 150 200 10 5
Barracks 250 300 5 20
Home 150 150 10 5
Church 250 300 5 20
Barn 200 200 15 5

Building Expansions[edit]

Name Labor Gold Cost Total Gold Cost Lumber Stone Building Expanded
Farm Field 50 50 5 - Home
Guild Hall 250 300 20 5 Tavern
Private Shop 150 150 10 5 Home, Dock, Tavern, Guild Hall
Private Library 150 300 10 5 Home, Guild Hall, Church
Alchemist Laboratory 150 350 10 5 Home, Guild Hall, Barracks
Armory 150 250 10 5 Home, Barracks, Guild Hall
Large/Fancy Town Square 400 1000 10 30 Town Square
Dry Dock 600 1000 50 10 Dock + Workplace
Large/Fancy Private Library 150 1000 10 5 Private Library
Magic Laboratory 150 250 10 5 Home, Guild Hall
Large/Fancy Magic Laboratory 150 1000 10 5 Magic Laboratory
Prison Cell 100 150 - 10 Barracks
Stable 250 250 20 5 Home, Tavern, Guild Hall, Barracks, Town Square, Barn
Smithy 150 200 5 10 Home, Guild Hall
Large/Fancy Smithy 250 600 5 20 Smithy
Inn 800 1000 20 10 Tavern + Kitchen + Bath + Dinning Hall
Large/Fancy Inn 2000 8000 30 20 Inn + Large/Fancy Kitchen + Dinning Hall + Bath
Large/Fancy Church 2000 8000 20 30 Church
Office 100 150 5 5 Home, Tavern, Guild Hall, Barracks, Church, Dock, Guard House
Workplace 150 150 10 5 Home, Guild Hall, Dock, Guard House
Training Grounds 250 350 15 10 Guild Hall, Barracks
Improved Training Grounds 250 1000 15 10 Training Grounds
Trophy Hall 200 300 10 10 Home, Guild Hall, Tavern, Barracks
Torture Chamber 300 750 5 25 Barracks + Prison Cell
Kitchen 150 500 10 5 Home, Tavern, Barracks
Large/Fancy Kitchen 150 500 10 5 Inn
Gate House 250 300 5 20 Dock, Guard House
Dinning Hall 250 500 15 10 Inn, Guild Hall, Barracks
Large/Fancy Library 1000 3000 30 10 Library
Large/Fancy Dinning Hall 1000 6000 30 10 Dinning Hall
Commons 150 200 10 5 Barracks, Guild Hall, Home
Large/Fancy Commons 200 1000 10 5 Commons
Courtyard 100 200 - 10 Barracks, Home, Tavern, Church
Bath 100 150 5 5 Home, Tavern, Barracks
Large/Fancy Bath 200 300 10 10 Bath
Worker's Guild 500 2000 10 5 Guild Hall + Alchemist Laboratory + Magic Laboratory + Large/Fancy Smithy + Workplace + Commons
Large/Fancy Guild Hall 2000 6000 40 20 Guild Hall + Courtyard + Trophy Hall + Dinning Hall + Commons + Office
Live Well 150 200 10 5 Workplace
Large/Fancy Live Well 500 2000 40 10 Workplace

Building Descriptions and What They Do[edit]

Stand alone Buildings[edit]

  • Town Square - This is basic town square. It is little more than a circular dirt path area for people to gather. A town without this would have no real road layouts and no central gathering point. Travelers will most likely travel the paths to the town square looking for things to do. A poor town layout will result in the PC's missing out on traveler encounters. Purchase this building more times if you wish to have more squares. This building can not have a PC owner.
  • Dock - A dock allows ships to load and unload passengers and cargo from the town. This basic dock can support two rafts, keelboats, rowboats, or longships. You can buy more docks to support more ships. It is common for docks to have a Gate House or Guard House near them, as well as Shops, Inns, and Workplaces. Make sure to have roads lead from the docks to the town square aswell. This building can not have a PC owner.
  • Library - Plain wooden shelves of books fill this building. It is a small one room building complete with two tables that allow people to read. This Library can only hold books of one Knowledge type. This building can not have a PC owner.
  • Guard House - This small stone building allows for 2 Guards to take breaks and cover while on duty in your town. It has arrows slits for windows. These are usually built on docks or near roads leading out of town. This building can not have a PC owner.
  • Tavern - This is a very basic place that serves basic drinks to usually very rough people. This can seat up to 20 people and requires 2 people on staff at all times. There is a small fireplace on one wall and the bar on the wall across from it. This building can be owned by a single PC or a group of PC's. However when the PC's leave town they would need to hire staff to leave it open for business.
  • Barracks - This large open room building contains 10 wooden beds with straw mattresses. It also comes with one footlocker at the end of each bed for guards to store belongings. If you need more room for more soldiers or guards, you can add more barracks on to this one. This building can not have a PC owner. PC's may wish to train the guards themselves and if they do they may gain Leadership as a bonus feat.
  • Home - This is a functional very basic house. There is enough room for at max 4 people, however that is not ideal. More houses can be added to each other to increase the size. This is a 30ft by 30ft square building with that is one large room. Large enough for one family with 2 beds, a chest or drawers, a table, some chairs, and a fireplace. This building can have a single PC owner, or up to 4 owners.
  • Church - This is simple design intended for a place of worship of the higher power of your choice. It comes with a simple altar, some simple pews, and space for icons of the power you have chosen. There is also a closet for keeping religious garb. Up to 30 people can fit in here. This building can not have a PC owner. PC's may wish to run the church themselves and if they do they may gain 1 bonus Domain spell in each level they have access to. (Up to spell level 3) They can only gain this bonus if the domain matches the deity the church is built for.
  • Barn - This is a basic barn. It is large enough to house and feed 10 (5 cows and 5 chicken) animals. There is lots of storage space and is a must if you plan on running farms. To feed the animals you must have one worker on staff at all times. This building may be owned by a single PC, or a group of PC's. However when the PC's leave town they would need to hire staff to feed the animals.

Building Expansions[edit]

  • Guild Hall - This large open room building looks much like a tavern when you first enter, however it has no bar. This room has a very basic set up mostly including tables and chairs. It comes with a large community board for posting jobs, otherwise this is a very basic room. This building may not be owned by PC's. PC's may be a part of the guild or even run it. If PC's spend time running the guild they may train town guards in the class the guild represents.
  • Private Shop - This small, cheap storefront comes complete with wooden sign hanging from a pole out front. The main area includes rough shelves and a sales counter, and a back room offers a small amount of storage space. This building requires one worker at all times to remain open. The stock this building sells is provided by the town farms, the PC's, or brought in from another town. This building may be owned by a single PC or a group of PC's. The PC's may run the store themselves, selling extra items they have. If they leave the shop they would need some one else to run it.
  • Private Library - This is a personal library that is a extension to a existing building rather than its own. Plain wooden shelves of books fill this building. It is small and has two tables that allow people to read at. This Library is not large and can only hold books of one Knowledge type. This building may be owned by a single PC or a group of PC's.
  • Alchemist Shop - All sorts of vials, flasks, beakers, burners, crucibles, scales, measuring devices, and other alchemical equipment fill this space. The room also includes a pair of basins and a ready supply of water in a barrel or two lining the wall. Along one wall stands a fireplace that not only heats the room but also provides the fire necessary for so many kinds of alchemical recipes. The floor is rough wood or stone, often stained with chemicals. Shelves stocked with chemicals and alchemical reagents line the walls. This building may be owned by a single PC or a group of PC's.
  • Armory - Racks of armor and weapons fill this simple room, which has enough space to hold equipment for 10 soldiers. If you need a greater capacity, you can purchase this component multiple times. The equipment comes stocked and was included in the total gold cost. The equipment my be upgraded by the PC's either by buying it in another town or providing it to the armory themselves. This building may be owned by a single PC or a group of PC's.
  • Large/Fancy Town square - This square features some grass, and the paths are paved with cobblestones or bricks. Wrought-iron benches are placed strategically throughout the square, and a simple fountain sits in the center of the area, surrounded by paving stones as well. A bust or two stand on pedestals in strategic locations. Purchase this component multiple times if you want a more squares. This building may not be owned by PC's.
  • Dry Dock - An extended dock fitted with a series of pulleys, lifts, and rigging, this extended dock not only allows for hasty unloading of cargo, but also for the lifting of vessels into the air to effectively complete repairs, overhauls, or even construct new hulls. Without a dry dock PC's can not build ships. The dry dock can accommodate up two of the largest of vessels, such as galleys and warships, or four smaller craft. Purchase this component multiple times to allow additional ships to moor at the docks. This building can not be owned by PC's.
  • Large/Fancy Private Library - Fine polished shelves extend from this chamber’s tile or wooden floor to the ceiling above. Several ladders allow access to upper shelves. Several small tables scattered throughout the place allow researchers space to work. This library can hold up to two different lots of books on specific subjects. For example, it could contain books on religion, general knowledge, and the planes. If you need a greater capacity, purchase this component multiple times. This building may be owned by a single PC or a group of PC's.
  • Magic Laboratory - This simple wood- or stone-floored laboratory contains a small mystical library, a writing desk, and a lab table for various magical experiments. The crude furnishings are made of rough wood. A basin sits in one corner, next to an open barrel of water. A fireplace squats against another wall, ready to provide heat as well as any fire that may be necessary. This building may be owned by a single PC or group of PC's.
  • Large/Fancy Magic Laboratory - Similar but superior to the basic magic laboratory, this room has every tool the aspiring meddler in magic might need at his ready disposal. The walls of this place are covered with blackboards upon which all sorts of arcane or obscure notes can be scrawled. The rough tile floor allows easy cleaning while also preventing slips and falls. Four basins are in the place, each of which has a barrel of water suspended over it, complete with a tap to permit easy access. An emergency barrel mounted on a hinged platform can be tilted to pour water over a person in case of an emergency. This building may be owned by a single PC or a group of PC's.
  • Prison Cell - This cell includes iron shackles on the walls and hay mattresses strewn about. You can shackle up to six Medium-size prisoners in a communal cell. Alternatively, you can replace the communal cell with independent jail cells. In this arrangement, each prison cell component includes two small cells each capable of holding one or two Medium-size creatures. If you need a greater capacity, purchase this component multiple times. You can get by with a single guard per two adjoining prison cell components. The standard prison cell comes with six sets of manacles capable of binding a Medium-size creature. To slip free of manacles, a character must make an Escape Artist check (DC 30). To break free requires a Strength check (DC 26). Manacles have a hardness of 10 and 10 hit points. A Large creature takes up twice the space of a Medium-size creature. This building may not be owned by PC's.
  • Stable - This rough, wooden structure features stalls for up to six Large mounts, a wooden water trough, and hay covering the unfinished floor. Tack and saddles hang over the dividing walls between stalls. Because of the smell, you’ll usually place the stable far from the Town Square. This building may be owned by a single PC or a group of PC's.
  • Smithy - This basic smithy features a forge, an anvil, and a full set of crude metalworking tools. It has a barrel of water in which hot metal can be cooled. The stone walls and dirt or stone floors guard against accidental fires. This building may be owned by a single PC or a group of PC's.
  • Large/Fancy Smithy - Similar to the basic smithy, this area features a polished stone floor and marble-encased forge of the highest quality. This building may be owned by a single PC or a group of PC's.
  • Inn - The Inn adds a second floor to the Tavern. It comes with 6 large rooms. These rooms include a walk-in closet and privy. The furnishings are rough, but they include a straw bed on a low frame, two chests of drawers and a mirror hanging on one wall. The bedclothes are made of rough cotton, wool, or even burlap, and the blanket is often a patchwork quilt made of whatever was available. A couple of rough benches form a sitting area next to a small table. This building my not be owned by PC's, however they may stay here free of charge.
  • Large/Fancy Inn - This expansion adds a third and fourth floor to the Inn, it also completely overhauls the Tavern. This new breathtaking library of libations features the finest drinks of all sorts, and it even offers gourmet meals by way of the newly added fancy kitchen. It has a marble-topped bar, upholstered chairs, and tables covered with the finest linens and the best place settings. Gorgeous decorations festoon the walls, including art from the best-known painters in the land. The tavern can seat up to 20 people. If you need a greater capacity, you can purchase the large dinning hall. It adds a third floor that is a copy of the second floor, increasing the room size to 12 large rooms. The fourth floor now include 3 master suites. No expenses were spared in creating this floor. The walk-in closet features rows of shelves for boots and shoes, plus handmade hangers for the finest in clothing. The walk-in wardrobe allows two individuals to see to their privy needs in privacy and comfort. In the main room of the suite, there are two marble-topped bureaus to be filled with clothes. The four-poster bed is made of the finest wood hung with the wispiest of linens, and the mattress and the blankets are stuffed with feathers. The sheets are silk. A pair of stuffed chairs sits in one corner. In another, a finely polished and fully stocked writing desk waits to be used. The walls are adorned with fine art, often of people in positions of repose. Sometimes they feature dreamy scenes filled with pleasant nymphs or other fantastic or heavenly scenes. This building may not be owned by PC's.
  • Large/Fancy Church - This larger church features a polished stone altar, handsomely finished pews, and stained glass in the windows. There’s also a small dressing room for the cleric to prepare for services in, and in here there’s a wardrobe for keeping religious garb and supplies in. Up to 60 people can fit in here for a service. This building can not have a PC owner. PC's may however wish to run the church themselves, and if they do they may gain 1 bonus Domain spell in each level they have access to. (Up to spell level 6) They can only gain this bonus if the domain matches the deity the church is built for.
  • Office - This space, also sometimes called a solar, comes complete with a desk, some shelves for books, a chair, and a closet for storage of things that should be close at hand, like paper, ink, and so on. The floor and furnishings are rough, but sturdy. This building may be owned by a single PC or a group of PC's.
  • Workplace - This empty room has rough walls and an unfinished (possibly dirt) floor. Due to the need for aisles and sensible stacking, a typical storage component offers about 2,000 cubic feet of usable storage space/workspace. It also comes with 6 tables that can be used for whatever is necessary. If you need a greater capacity, you can purchase this component multiple times. This building may be owned by a single PC or a group of PC's.
  • Training Grounds - This open area allows guards and soldiers to train in the art of war. It has a rack of wooden weapons and padded armor, and practice dummies. Up to eight people can train in such a place at once. If you need a greater capacity, you can purchase this component multiple times. This building may not be owned by PC's.
  • Improved Training Grounds - This area allows rogues to practice their skills of theft and breaking and entering. Padded dummies lined with powder, bells, or blades hang from the ceiling or on ropes and pulleys, allowing rogues to practice picking pockets and balancing in unusual positions. Dozens of locks of various quality levels are forged into the wall; some may spring needle or gas traps, harmless except to the ego. Walls of various difficulty allow climbing practice as well. It also features Archery Ranges, complete with moving targets attached to pulley's and ropes. This building may not be owned by PC's.
  • Trophy Hall - This glorified storage space allows you to display trophies won in your expeditions and adventures. Most trophies hang from the walls, while others line tables scattered throughout the room. If you need a greater capacity, you can purchase this component multiple times. This building may be owned by a single PC or a group of PC's.
  • Torture Chamber - All sorts of pain-inducing devices fill this dark chamber, including an iron maiden, a rack, thumbscrews, vises, and so on. Wall-mounted shackles allow the torturer to dangle victims from chains, and a lockable cage in the center can hold a single Medium-size prisoner between sessions. A fireplace allows heating of brands, while a barrel of water stands nearby for extinguishing flames. This building may not be owned by PC's.
  • Kitchen - This well-appointed kitchen features an iron stove, complete with cooking griddle on top with oven beneath, and cast-iron cookware. The scullery keeps cleaning solutions in addition to other supplies. The flooring is often of polished wood or rough tile. Good food fills the well-stocked pantry. Meals for up to 30 can be made in this place. This building may be owned by a single PC or a group of PC's.
  • Large/Fancy Kitchen - This massive kitchen includes two full-sized stoves, each with a griddle, stove top, and large oven. An open fireplace allows the roasting of foods of any kind, up to and including a full pig. The scullery has two marble basins. The flooring is of polished marble or tile. The pots and pans are made of hammered copper. This place can handle meals for up to 100 people. This building may not be owned by PC's.
  • Gatehouse - This space usually serves as a primary entrance into the town or building (or one of many entrances). As its name suggests, the gatehouse includes a gate (and a draw-bridge, if stationed adjacent to a dock). This building may not be owned by PC's.
  • Dining Hall - Long, rough, rectangular tables and benches line this main hall, both at the edges and in the middle. A fireplace sits at one end of the place, providing warmth for all. The walls of such a place are often decorated with hanging weapons, animal heads, and the like. The floor is usually either made of worn wood or rough stone. This seats 30 people comfortably. This building may not be owned by PC's.
  • Large/Fancy Dining Hall - This well-appointed room is dedicated specifically fohosting large meals. In some cases, it features a long, polished wooden or marble-topped table stretching from one end of the place to another. An exquisitely carved chair at the head of the table traditionally faces the main entrance to the room, allowing the head of the household full view of the room. Alternatively, you can furnish the hall with several smaller tables, either round or square, all of comparable quality to a larger one. The tables are covered with the finest linens, and the guests use the most treasured silverware to eat off the rarest china. Fine artwork lines the walls, and a beautiful chandelier provides plenty of light. Busts of prominent heroes throughout history sit near the serving tables that line the walls. The marble or parquet flooring provides additional beauty. This seats 16 people at a long table or 30 if smaller tables are used. Purchase this component multiple times if you want a larger hall. This building may not be owned by PC's.
  • Large/Fancy Library - Floor-to-ceiling glass-fronted cabinets with top-hinged doors keep the books here in pristine condition. The ladders slide along on wheels and rails for both safety and convenience. The marble floor has symbols inlaid that denote the section of the library in which you stand. The library includes two private study carrels and a number of smaller tables. A single large table allows a researcher more space to spread out texts or large maps. This library can hold up to six different lots of books on specific subjects. For example, it could contain books on religion, general knowledge, the planes, arcana, nature, and history. Purchase this component multiple times if you need greater capacity. This building may not be owned by PC's.
  • Commons - This plain room features bare floors with a few benches and walls with uninspiring artwork or tapestries. It might serve as a waiting room, a general meeting area, or an all-purpose room. Purchase this component multiple times if you want a larger common area. This building may be owned by a single PC or a group of PC's.
  • Large/Fancy Commons - This room features polished stone or wood floors with comfortable benches. The walls bear impressive murals and sound-dampening curtains. It might serve as a waiting room, a general meeting area, or an all-purpose room. Purchase this component multiple times if you want a larger common area. This building may be owned by a single PC or a group of PC's.
  • Courtyard - Sometimes called a bailey, this large open space is surfaced either with gravel or patches of grass. It has no roof. Some flowers might appear around the edges of the area. Paths are worn through the center by people walking around the place. A rough bench or two sits here too. Purchase this component multiple times if you want a larger courtyard. This building may be owned by a single PC or a group of PC's.
  • Bath - This standard, sparsely furnished room contains a simple wooden or metal tub and a chamber pot or two, along with some rough wooden benches for seating. This building may be owned by a single PC or a group of PC's. This building may be owned by a single PC or a group of PC's.
  • Large/Fancy Bath - A step up from the basic bathroom, this bathroom comes complete with a large tub, a chamber pot under a chair, and a means of disposing of the contents of the chamber pot easily. This can take the form of a chute to an underground disposal area, an open window over a gutter, or whatever you like. A fireplace allows you to heat water for baths. A cabinet holds plenty of towels, and a dressing screen separates part of the room for privacy. Padded, upholstered benches allow comfortable seating. One corner holds a mirror and array of brushes and other grooming devices. This building may be owned by a single PC or a group of PC's.
  • Worker's Guild - This building contains multiple workplaces. Each workplace contains tools and equipment dedicated to a singular purpose, usually the application of a specific Craft or Profession skill. It is designed to house all types of craft in a single building. This building may not be owned by PC's.
  • Large/Fancy Guild Hall - This is a much larger version of the Guild Hall. A Guild Hall of this size and quality would be very well known and very respected. This would be the type of Guild Hall one would expect to find high level travelers, and not just of the class the Guild Hall is known for. This building may not be owned by PC's.
  • Fresh Water Live Well - This building allows for the storage of live fish. Only fresh water fish may be stored here. This room contains 3 different wells, so it is able to hold 3 different fish types. This building may be owned by a single PC or a group of PC's.
  • Salt Water Live Well - This building allows for the storage of live fish. Only salt water fish may be stored here. This room contains 3 different wells, so it is able to hold 3 different fish types. This building may be owned by a single PC or a group of PC's.

Building Effects[edit]

Buildings will have effects on the PC's stats. They provide Temporary, Permanent effects and Special effects.

  • Temporary Effect - These stat boosts only apply to the PC while they are in the town and using the building.
  • Permanent Effect - These stat boosts apply to the PC or town at all times, as long as the building remains in town.
  • Special Effect - These stat bonuses are permanent for the PC as well. To gain them read the building description listed above.

Stand alone Buildings[edit]

Most of these buildings do not have much of a effect player wise, these mostly effect what kind of story the DM can tell to the players. For example, a town with no tavern will be less busy than a town with a tavern. A town with no guards is going to attract alot of thieves. These basic buildings are more of a DM tool than a player tool, however, without them the players will not have access to the upgrades that go with them.

Building Temporary Effect Permanent Effect Special Effect
Owner Town Owner Town
Town Square - Diplomacy +2 - - -
Dock - - - - -
Library - Knowledge(X) +3 - - The Knowledge bonus depends on the types of books
Guard House - Intimidate +2 - - -
Tavern Gather Information +4 Gather Information +2 - - -
Barracks - Intimidate +1 - - Leadership feat, cohort of Fighter only
Home Heal +5 Heal +3 - - -
Church - Knowledge(Religion) +3, Heal +3 - - 1 Bonus domain spell for each level the PC has access to (up to 3)
Barn - - - - -

Building Expansions[edit]

Building Temporary Effect Permanent Effect Special Effect
Owner Town Owner Town
Farm Field - - - - -
Guild Hall - - - - Attract adventurers to town
Private Shop Appraise +4 - Appraise +1 - -
Private Library Knowledge(X) +4 - Knowledge(X) +1 - -
Alchemist Laboratory Craft(Alchemy) +4 Craft(Alchemy) +4 Craft(Alchemy) +1 Craft(Alchemy) +1 Allows for Craft(Alchemy) workers
Armory - - - - Allows for Guards to wear equipment that is stored here
Large/Fancy Town Square - - - - -
Dry Dock - - - - Allows for boats to be built
Large/Fancy Private Library Knowledge(X) and (X) +4 - Knowledge(X) and (X) +1 - -
Magic Laboratory - - - - Allows crafting with the Craft Wonderous Item feat
Large/Fancy Magic Laboratory - - - - -
Prison Cell - Intimidate +5, Gather Information +5 - Intimidate +2 -
Stable Ride +4, Handle Animal +4 Ride +2, Handle Animal +2 Ride +1 Ride +1 -
Smithy Craft (Weaponsmith) +4 Craft (Weaponsmith) +4 Craft (Weaponsmith) +1 Craft (Weaponsmith) +1 Allows for Craft(Weaponsmith) workers
Large/Fancy Smithy Craft (Armorsmith) +4 Craft (Armorsmith) +4 Craft (Armorsmith) +1 Craft (Armorsmith) +1 Allows for Craft (Armorsmith) workers
Inn - Diplomacy +6 - Diplomacy +2 -
Large/Fancy Inn - Diplomacy +8 - Diplomacy +3 -
Large/Fancy Church - Knowledge (Religion) +6 - Knowledge (Religion) +2 +1 Domain spell in each spell level (Up to level 6)
Office Forgery +4 Forgery +2 - - -
Workplace - - - - -
Training Grounds - - - - PC's may train in Balance, Climb, Jump, Survival, Swim and Tumble here
Improved Training Grounds - - - - PC's may train in
Trophy Hall - - - - -
Torture Chamber - - - - -
Kitchen - - - - -
Large/Fancy Kitchen - - - - -
Gate House - - - - -
Dinning Hall - - - - -
Large/Fancy Library - - - - -
Large/Fancy Dinning Hall - - - - -
Commons - - - - -
Large/Fancy Commons - - - - -
Courtyard - - - - -
Bath - - - - -
Large/Fancy Bath - - - - -
Worker's Guild - - - - -
Large/Fancy Guild Hall - - - - -
Live Well - - - - -
Large/Fancy Live Well - - - - -