Strongholds

A castle on a wind-swept cliff, overlooking a verdant, bone-strewn valley where an ancient battle took place. Set against the seaside, an open-air ivory-columned temple spreads its arms wide to welcome in the elements. At a dusty crossroads, a lone trading post invites all travelers, especially those with purses filled with gold, or lips laden with rumors.   As storied as these locations may be, they were all founded at one point by historical figures. Bold, noteworthy folk of many walks of life, who invested coin and manpower into building these landmarks for purposes inscrutable, either lost to the passage of time or handed down in song and story between the generations. Immortality is available to all adventurers with sufficient coin, should they wish to build it.   Players often wish to leave their mark on the world, to establish something grand that can survive their characters and change the world around them, making it altogether better, worse or simply different for its presence.   Structures that are created by the characters are an excellent opportunity for roleplaying, quests, and story, being an instantly visible and prominent part of the world to those in regions nearby.   A structure included in a game is typically both a focal point of the campaign and an investment opportunity for the player characters. The more gold and time characters spend expanding, improving, and staffing their structure, the more benefits, defense and utility it provides.   A well-governed structure can act as a military bastion, a powerful trading hub, or the spiritual center of a faith, and those that control the structure may stand as the stewards of the fates of millions.
 

Building your Home

Should players wish to build a structure, they must pay the associated construction fee and invest the proper construction time to build it, as indicated on the Buildable Structures table. If this structure will be on owned land in a kingdom or other governed region, players must typically buy the land to be allowed to build by the government, at a price determined by its size and location. The price of land typically runs between 500 sp and 10.000 sp for a small to well-sized plot, but can stretch up to 50.000 sp for a large, expansive plot. The DM determines land prices, and not all land is inherently for sale. The cost of construction includes materials and labor, and players need not be present during construction. If a character is present and contributes to labor each for the entire duration of the construction time, you may reduce the structure’s total cost by a percentage equal to half the character’s level, rounded up. Multiple player characters may work on a structure for its entire construction time in this way to secure this benefit multiple times. But note that this can never reduce the construction cost below 50% of its listed value.
 

Buildable Structures

StructureDefense RatingRoom PointsConstruction CostConstruction TimeBonus RoomBase UpkeepPopulation Max
Abbey2950.000 sp400 dGarden1035
College or large School3650.000 sp400 dTheater1050
Cottage or medium house212.500 sp30 d-25
Dungeon or barrow2415.000 sp100 dJails620
Guildhall or lodge135.000 sp60 dDining Hall1010
Noble Estate with manor2625.000 sp150 dLibrary5025
Outpost or fort12415.000 sp100 dArmory2055
Keep or Small Castle15950.000 sp400 dWar Room4050
Fortress or Medium Castle2012250.000 sp800 dAny room with max cost of 180100
Palace or large castle2515500.000 sp1.200 dAny room160200
Temple2950.000 sp400 dChapel2035
Tower, fortified5415.000 sp100 dStables2015
Trading post or large house135.000 sp60 dCaravansary or lodgings1015
 

Damaged Structures

You may also rebuild a damaged structure you happen upon, should the DM determine you can make a legitimate claim to its ownership. You do not have to pay full price for such a structure and may not necessarily have to purchase the land this structure is on. The construction time and cost of a damaged structure varies directly with the amount of damage the structure has taken. As an example, if a structure is only 25% damaged, repairing the structure and rendering it active would require 25% of the normal construction cost and time. Examples of what specific percentages of damage would look like may be found on the following table.
 
Damage PercentageAppearance
0%Structure is immaculate and fully functional
1-25%Some wear and tear, roofs and walls have holes
26-50%Major components missing, some rooms collapsed
51-75%Nature reclaimed structure, parts must be dug out
76-100%Scattered ruins, little more than foundation
 

Types of Structures

The following is a list of structures that are available to build, and any attributes they may have.
  Show Structures

Abbey

A religious retreat for those so inclined. Often dedicated to a particular deity or holy or monastic order. Made plain or ornate, befitting its order, out of local stone or wood. Contains mostly communal living quarters for up to 35 persons, and a free garden that costs neither room points nor silver.
 

College or Large School

A center of scholarly learning, concerned with a particular vocation, magical practice, or bardic tradition. Contains lavish private quarters for up to 10 teachers and 40 students. Come with a free theater that costs neither room points nor silver.
 

Cottage or medium house

A small to medium cozy hovel, shop, or home that can house a maximum of 5 people in close quarters. Made of thatch, lumber, brick or similar.
 

Dungeon or Barrow

An underground dwelling, dank, pungent, and dark. Perhaps composed of mineshafts, carved stone, or ancient sunken ruins. Dimly lit by torches, lava, or phosphorescent fungi. Contains communal living quarters for up to 20 tightly packed humanoids, and free jails that cost neither room points nor silver.
 

Guildhall or Lodge

A large and often-storied house dedicated to housing members of a guild, typically all of a single profession or adventurous bent. Contains semi-private quarters for up to 10 individuals, and a free dining hall that costs neither room points nor silver.
 

Noble Estate with Manor

A fine manor house on a wide tract of land, expertly manicured or tailored how you wish. Contains private rooms for up to 10 individuals, as well as lower quality and well-hidden semi-private quarters for a serving staff of up to 15 persons. Comes with a free library that costs neither room points nor gold.
 

Outpost or Fort

A forward, rough military establishment hewn from rock or timber, this structure is a friendly presence in a hostile land. Contains private quarters for up to 5 officers and common bunks for up to 50 soldiers and staff. This structure comes with a free armory that costs neither room points nor silver.
 

Keep or Small Castle

Fit to rule over a fiefdom or barony, this structure is equipped with heavy stone walls, turrets, and spires. There is a private room for the master of the keep, as well as private rooms for up to 10 distinguished guests. This structure may also house up to 40 servants or men-at-arms in less comfortable, occasionally communal living space. This structure comes with a free war room that costs neither room points nor silver.
 

Fortress of Medium Castle

A big and well-fortified structure, well suited to seat a count, duke or other ruler. Contains personal chambers for the owners, private quarters for up to 25 distinguished guests and somewhat shabby residences for up to 75 servants and soldiers. This structure comes with one free room of your choice, so long as the room would typically cost only 1 room point. This room then costs neither room points nor silver.
 

Palace or Large Castle

An opulent, beautiful, enormous structure, the worthy seat of a kingdom or empire. Contains personal chambers for the structure’s owners, private quarters for up to 50 distinguished guests, and somewhat shabby residences for up to 150 servants and soldiers. This structure comes with one free room of your choice, that costs neither room points nor silver.
 

Temple

A large, solemn place carved in the image of a god or gods, decorated to suit their personalities, using whichever materials, forms, and iconography that the associated deities find most pleasing. Contains communal bunks suited for up to 25 pilgrims or acolytes, and private quarters for up to 10 ranking members of the clergy. Comes with a free chapel that costs neither room points nor gold.
 

Tower, fortified

A large single spire set somewhere high and remote with an excellent view, fortified towers are typically used as military lookouts, wizard’s spires, or immense lighthouses. Includes private quarters for up to 5 occupants; tightly-packed bunks for up to 10 visitors, acolytes, or staff; and a stables that costs neither room points nor silver.
 

Trading post or large house

Either a single, large building or a simple and colorfully adorned set of shacks, tents, or shops set up against a harbor, river, or crossroads, each holding wares ranging from astounding to mundane. Comes equipped with private lodgings for 5 important persons and bunks or hammocks for up to 10 travelers, traders, or passing merchants. This structure also includes either a caravansary or lodgings that cost neither room points nor gold.

 
 

Structure Statistics

Each structure has a number of statistics that are vital for its successful management, as they influence a number of things.
 

Upkeep

The cost of maintaining the structure, but also its inhabitants.   Each structure has a base upkeep, that is required to maintain the structure and keep it from becoming abandoned. Be it little repairs, food requirements, tithes or taxes. If you fail to provide for a structure’s base income, it automatically loses 5% of its defense and morale and 10% of its population each month.   A structure’s upkeep is further increased by the number of hirelings and soldiers stationed at the structure. Failure to provide the increased upkeep for Hirelings and Soldiers leads to them leaving the structure.
 

Income

To counteract a structure’s upkeep cost, there are many ways to also generate income within a structure. This income can come from several rooms, raiding, taxes, tolls and other sources.
 

Balance

Simply put, your balance says how much money you have stored in your structure. As long as a structures income remains higher than its upkeep, you don’t need to worry about the costs, and also increase your balance each month. If a structure’s upkeep is larger than its income, it will start draining available coinage from your balance until the structure is bankrupt. At this point, you are unable to provide the necessary coinage for your upkeep and the structure starts to suffer negative effects.
 

Population Maximum

Each structure can provide living space to a finite amount of individuals. This living space might be comfortable or communal, but what’s really important is that each person in your structure has at least some place to live in.   You can never house more people in your structure than your population maximum allows.   Each structure provides a base population limit, that can be expanded by the construction of lodgings.
 

Defense

The defense rating of a structure describes its structural integrity. When besieged or attacked by siege attacking creatures, the defense rating drops. If the defense rating drops to 0, the structure can no longer be defended.   During a siege, the defense rating has a 25% chance to drop by 1 per month. Repairing 1 defense rating in times of peace costs 5% of the structure’s building cost.   A structure’s defense rating can also be damaged by siege engines or monstrous enemies and spells.   A structure’s maximum defense rating can be raised by special improvements.
 

Morale

Morale is an important factor when it comes to maintaining control of your troops. While your castle is besieged, or bankrupt, morale drops by 5% each month. If morale drops to 50% or below, there’s a 5% chance each month that your troops surrender to the enemy. If morale drops to 20 or below, the chance is 10%. If morale reaches 0%, your troops automatically surrender.   In times of peace, morale automatically increases by 5% each month.
 

Modifying a Structure

Show Modifications

Alarming Sirens

  • Construction Cost: 2.500 sp
  • Construction Time: 15 days
Benefit: Allows all helpless inhabitants to immediately flee into the structure's walls in case of an attack.
 

Double Gate House

  • Construction Cost: 5.000 sp
  • Construction Time: 30 days
Benefit: Increases structure defense rating by 1.
 

Draw Bridge

  • Construction Cost: 2.500 sp
  • Construction Time: 15 days
Benefit: Increases structure defense rating by 1.
 

Machicolations

  • Construction Cost: 10.000 sp
  • Construction Time: 30 days
Benefit: Defending archers gain a +1 attack bonus during a siege.
 

Moat

  • Construction Cost: 10.000 sp
  • Construction Time: 30 days
Benefit: Increases structure defense rating by 1.
 

Outer Wall

  • Construction Cost: 15.000 sp
  • Construction Time: 30 days
Benefit: Increases structure defense rating by 2.
 

Reinforced Walls

  • Construction Cost: 10.000 sp
  • Construction Time: 30 days
Benefit: Increases structure defense rating by 2.
 

Sally Port

  • Construction Cost: 2.500 sp
  • Construction Time: 15 days
Benefit: Allows to enter/exit the castle undetected during a siege.
 

Siege Engine Placements

  • Construction Cost: 5.000 sp
  • Construction Time: 30 days
Benefit: Allows placement of siege engines on the walls.
 

Villager Safe Room

  • Construction Cost: 5.000 sp
  • Construction Time: 15 days
Benefit: Allows all helpless inhabitants to hide inside a heavily defended room, protecting them from all harm, unless the whole structure falls into enemy hands.
 

Watchtower

  • Construction Cost: 10.000 sp
  • Construction Time: 30 days
Benefit: Increases the chance to spot attackers early by 25%.

 
 

Furnishing your Rooms

Any time after a structure is built, the owner may choose to furnish already available rooms within the structure. The owner then expends the related gold cost of the room to provide for materials and labor, and, after the construction time indicated elapses, the room is furnished. Note that each room also carries a size cost in room points, and that your structure may never for any reason have more points used up by built rooms than available under its listed total room points on the Buildable Structures table.   As with structures themselves, characters need not be present while the rooms are being furnished, but if they are present and labor for the entire duration of a room’s construction time, they may reduce the room’s total cost by a percentage equal to half the character’s level, rounded up. More than one character may secure this benefit for one room at the same time, but never reduce the cost below 50%. Work may be done to furnish multiple rooms at the same time, but laboring characters may only gain a discount on one of the them at a time.   Every room you build, requires at least 1 unskilled hireling to be maintained. Every additional room point or upgrade a room takes up, requires an additional unskilled hireling to be maintained. A room without the required number of hirelings is considered inactive. In addition to these unskilled hirelings a room may also require skilled hirelings either to become active or to provide additional benefits.
 

Types of Rooms

Show Rooms

Alchemist’s Lab

Glass-blown tubes, alembics, piping, and jars line the walls in dusty candle-lit shelves. The air is musky with the smell of dried herbs, as to the side a cauldron bubbles rhythmically atop an open flame.
  • Size Cost: 1 room point
  • Construction Cost: 5.000 sp
  • Construction Time: 15 days
  • May also be built as: herbalist, witch’s hut
Benefit: All transmutation spells cast within this room by the owners of this structure and their allies have twice their normal duration, and half their normal material cost. In addition, alchemist’s supplies, a poisoner’s kit and an herbalism kit are always considered to be present here, and within this room any checks with these tools are made with advantage by individuals who have proficiency with them.
 

Animal Pen

A large pen made to securely hold willing or unwilling beasts. A small nearby larder ensures food will not be in short supply, should the creature find itself hungry.
  • Size Cost: 1 room point
  • Construction Cost: 2.500 sp
  • Construction Time: 15 days
  • May also be built as: monster cage, griffin roost, dragon trap, kennels, aviary, rookery
  • Benefit: This room allows creatures to be held securely and safely, whether or not they desire to be, until you choose to release them. The creatures held here may be of any type other than humanoid. This room may gold five creatures sized small, three sized medium, or one sized large. Multiple instances of this room can be combined to house more and larger creatures. A huge creature uses the space of 2 large creatures. This room does not automatically include creatures, which must be acquired through other means.
     

    Arcanist’s Study

    Nothing in the multiverse is stranger or more dangerous than the study of a dyed-in-the-wool magic user. Oddities adorn every murky wooden shelf, from a relatively-usual human skill to a planer vortex in a jar or a preening pseudodragon atop a bookcase. The air reeks of spell components, and books of specific lore cover seemingly every surface.
    • Size Cost: 1 room point
    • Max Tier: 4
    • Construction Cost: 5.000 sp
    • Upgrade Cost: 3.500 sp per tier
    • Construction Time: 15 days
    • Upgrade Time: 10 days per tier
  • May also be built as: binding circle, interrogation chamber, mirror maze
  • Benefit: Choose abjuration, conjuration, enchantment or illusion. While present within this room, spells in the chosen school cast by the owners of this structure and their allies have twice their normal duration, and half their normal material cost. Arcana checks made here that deal with this chosen school of magic have advantage.
    Upgrade: Each upgrade tier allows you to choose an additional school of magic.
     

    Armory

    A stockpile of common weapons and armor, an armory provides defenses to the defenseless, as well as granting common people the ability to strike back and defend their home.
    • Size Cost: 1 room point
    • Construction Cost: 2.500 sp
    • Construction Time: 15 days
    Benefit: When the structure is under attack, any hireling that is not a spellcaster or soldier and that the structure requires for maintenance may visit the armory and afterwards count as Levies Infantry (see Levies troop size to determine numbers). Hirelings equipped in this way may also be used offensively rather than simply in defense of the structure.
     

    Bank

    An enormous room filled with shining marbles, brass, and heavily locked vaults, a bank does an excellent job of containing coinage and valuables, using money to make money.
    • Size Cost: 2 room points
    • Max Tier: 3
    • Construction Cost: 5.000 sp
    • Upgrade Cost: Tier 2: 3.500 sp / Tier 3: 5.000 sp
    • Construction Time: 30 days
    • Upgrade Time: 15 days per Tier
    • May also be built as: treasure hoard
    Benefit: This room contains four 30-foot by 40-foot vaults, per tier, each with a 20-foot tall ceiling. The owner of this structure and their allies may stash any amount of gold or reasonably-sized treasure in one of the vaults, which requires a key to access (one key comes standard with each vault). Unguarded vaults may be broken into with thieves’ tools by making five successful DC 15 Dexterity checks within an hour. The vault doors are a three-foot thick, 5-foot radius circle of steel by default, with an AC of 19 and 25 hit points.
    Staff: If this room is staffed with at least 2 skilled hirelings, trained in either Insight or Investigation, the room generates an income equal to 1% of the total currency stored there, every month.
     

    Baths

    Steam rises and settles over a series of intricate, beautifully tiled pools. The trickling of water echoes throughout, and soft lights refract off lightly perfumed waves, creating a most relaxing atmosphere for those within.
    • Size Cost: 1 room point
    • Max Tier: 5
    • Construction Cost: 4.500 sp
    • Upgrade Cost: 2.500 sp per Tier
    • Construction Time: 15 days
    • Upgrade Time: 7 days per Tier
    • May also be built as: festhall, hospital
    Benefit: While taking a short rest within this room, the owner of this structure and their allies double the hit points they regain from using hit dice (including those granted by Constitution modifiers). Additionally, taking a short rest within this room grants a number of temporary hit points equal to five times the room’s tier. These temporary hit points last until they are lost, or until the next long rest.
    Staff: If this room is staffed with a skilled hireling, trained in Medicine, taking a short rest in this room also grants you advantage on saving throws against diseases, until you finish a long rest.
     

    Battle Ring

    A dusty ring of honor stands, lined with racks of weapons, as a test of mettle for those who enter. Win or lose, sparring teaches everyone a little something.
    • Size Cost: 1 room point
    • Construction Cost: 3.500 sp
    • Construction Time: 15 days
    • May also be built as: arena
    Benefit: This room allows the owners of the structure to host honorable duels and arena challenges. Those that spend at least an hour sparring or training here become conditioned for battle, which lasts until their next long rest. When a creature that is conditioned for a battle rolls initiative, it has advantage on that roll.
     

    Boutique

    Fresh flowers adorn windowsills and an intricate hand carved sign swings gently in the breeze outside this shop. The wares here are often of fine quality, and both locals and visiting travelers prefer to do their business here.
    • Size Cost: 1 room point
    • Construction Cost: 2.500 sp
    • Construction Time: 15 days
    • May also be built as: brightsmith, boat house, café, coach house, quartermaster, tinker’s shop
    Benefit: When you build this room, choose one merchant from the Merchants table in the Traders and Merchants section. This merchant is in permanent residence at your structure, though the quality of their goods changes every month. If the merchant’s goods are of a quality less than medium, they are considered to be of medium quality instead. You may change the merchant in residence here at a later time, by paying 1.000 sp to renovate the boutique. This process leaves the boutique unavailable for 15 days, after which a new merchant is selected, as they were when this room was first created. If this structure is located in an area that can reasonably expect trade, this room generates an income of 3d4 x 30 sp every month.
     

    Brewery

    Alcohol lifts the spirit of wanderers and soldiers alike and its production can be very profitable when done right.
    • Size Cost: 1 room point
    • Construction Cost: 3.500 sp
    • Construction Time: 15 days
    Staff: If staffed by a skilled hireling, proficient in brewer’s supplies, the brewery generates 3d10 kegs of alcohol, worth 10 sp each, every month.
     

    Caravansary

    A small roadside house for travelers, filled with the smells of cooked food and pack animals. Outside, visiting merchants bark their wares, enticing locals with colorful goods from distant lands.
    • Size Cost: 1 room point
    • Max Tier: 4
    • Construction Cost: 2.500 sp
    • Upgrade Cost: 2.500 sp per Tier
    • Construction Time: 15 days
    • Upgrade Time: 15 days per Tier
    Benefit: Every month, roll once on the Merchant Table for each Tier level. These merchants are present at this location for 30 days, after which they depart and new merchants arrive. There is a 5% chance every month that caravans get robbed on their travels, meaning that no merchants arrive that month and no income is generated. Multiple instances of this building provide no additional benefits.
    Staff: This room requires one skilled hireling skilled in either Persuasion or Insight. This room generates an income of 2d10 x 10sp every month, per Tier of this room.
     

    Catacombs

    Deep, dark, and dreary, this sodden collection of stone cellars and hidden pathways holds many forgotten secrets.
    • Size Cost: 1 room point
    • Max Tier: 5
    • Construction Cost: 2.500 sp
    • Upgrade Cost: 2.500 sp per Tier
    • Construction Time: 15 days
    • Upgrade Time: 15 days per Tier
    • May also be built as: tombs, crypt
    Benefit: Dead bodies may be interred here, and suffer no degradation for the purpose of necromancy spells. When this room is first built, it comes with five skeletal servants, each one counting as an unpaid, unskilled hireling for any structure or room requirements. These servants have an AC of 10, 1 hit points, and a Strength of 8, and cannot speak or attack (unless equipped by an Armory and doing so in defense of your structure). The servants do as commanded by the owner of the structure and their allies, and stand motionless in place if commands conflict, waiting until new commands are given. These skeletal servants can perform simple tasks that a human servant could do, such as fetching things, cleaning mending, folding clothes, lighting fires, serving food, and pouring wine. If a skeletal servant leaves the structure, it was created in for more than 3 consecutive days, it disintegrates into dust.
    Staff: If staffed by a necromancer, every 30 days, on a full moon a night long ritual may be performed to raise an additional five skeletal servants (provided an adequate number of dead bodies is stored in the room), that join the others in the service of your structure. A structure may have a maximum of functioning skeletal servants equal to five times the room tier.
     

    Chapel

    A small chapel containing religious imagery, seating, iconography, and proper accoutrement, alongside a modest library of holy texts and literature. The air hums with the resonance of hymns, and the comforting soul of the divine.
    • Size Cost: 1 room point
    • Construction Cost: 3.500 sp
    • Construction Time: 15 days
    • May also be built as: shrine, spirit lodge, dark altar
    Benefit: This room is under the effects of a permanent hallow spell, the details of which are decided upon when the construction of this room is completed. Religion checks made here that deal with the lore surrounding the deity, philosophy, or religion the chapel is associated with, have advantage.
    Staff: If this room is staffed by a skilled hireling, proficient in religion, and the room is visited by parishioners, it generates on income of 4d4 x 10 sp every month.
     

    Dining Hall

    A large room complete with long tables, chairs, and adjacent kitchen, lit by ornate candelabras and chandeliers. The smell of well-cooked meals long passed lingers on in this place, welcoming guests and residents with the promise of a full, satisfied belly.
    • Size Cost: 1 room point
    • Construction Cost: 2.500 sp
    • Construction Time: 15 days
    Benefit: Every moth a banquet may be held in this room. The owner of this structure rolls 1d4 and divides out the result as points of inspiration to those present. Only one point of inspiration may be given to any one individual.
    Staff: If this room is staffed by a skilled hireling, proficient in cook’s utensils, the inspiration die is instead a d8. In addition to this, if the meal contains special ingredients (like e.g. goodberries) the effects of those ingredients are transferred to all who take part in the banquet. May also be built as: ball room, mess hall
     

    Docks, Air

    The wind whistles by the tall spindly silhouette of the docking tower, and the ballasts belonging to the anchored ships rustle against one another as the ships themselves creak and moan. The heavy, cold stone of the tower is as sure an anchor to a sky ship as a hunk of curved iron, and though the ships may sway, their mooring here remains safe.
    • Size Cost: 2 room points
    • Max Tier: 3
    • Construction Cost: 25.000 sp
    • Upgrade Cost: 10.000 sp per Tier
    • Construction Time: 30 days
    • Upgrade Time: 15 days per Tier
    Benefit: A number of airships equal to room’s tier may moor safely at this room, which is likely a spire or a free floating dock. Mechanical elevators and cranes are also present to raise and lower cargo.
     

    Docks, Water

    The waves lap lazily against wooden pilings and the bells of a tall ship clang idly. The air is entwined with the briny smell of fresh fish and the loud conversation of burly dockworkers as travelers come and go from this port of call.
    • Size Cost: 2 room points
    • Max Tier: 3
    • Construction Cost: 4.500 sp
    • Upgrade Cost: 2.500 sp per Tier
    • Construction Time: 30 days
    • Upgrade Time: 15 days per Tier
    Benefit: A number of ships equal to twice the room’s tier may lay anchor safely at this room, which is likely a harbor or waterfront. Mechanical elevators and cranes are also present to raise and lower cargo. Every month, roll once on the Merchant Table for each Tier level. These merchants are present at this location for 30 days, after which they depart and new merchants arrive. Each merchant comes with a ship, taking up one docking space. There is a 5% chance every month that merchant ships get robbed on their travels, meaning that no merchants arrive that month and no income is generated. Multiple instances of this building provide no additional benefits.
    Staff: This room requires one skilled hireling skilled in vehicles(water). This room generates an income of 2d10 x 25sp every month, per Tier of this room.
     

    Escape Tunnel

    Deep beneath the earth, a tunnel lined in ancient masonry runs from your structure to some safe and innocuous point in the outside world. Should the worse come to pass, you at least have a way out.
    • Size Cost: 1 room point
    • Construction Cost: 2.500 sp
    • Construction Time: 15 days
    Benefit: A secret tunnel runs from a point in your structure you choose to another point outside within a mile, also of your choosing. This room automatically benefits from the Hidden improvement.
    Staff: This room does not require an unskilled hireling to staff it.
     

    Field

    Providing work and food for the people of your land, a field is an important addition to every plot.
    • Size Cost: 1 room points
    • Max Tier: 5
    • Construction Cost: 2.500 sp
    • Upgrade Cost: 1.500 sp per Tier
    • Construction Time: 30 days
    • Upgrade Time: 15 days per Tier
    • May also be built as: plantage, lumberjack, livestock farm
    Benefit: A field produces raw material worth 3d4 x 10 sp per month. A field’s produce can be refined in a refinery. You can build this room multiple times, each time selecting a different resource. Resources available may be: grain, wood, livestock, fruits, vegetables
    Staff: Each tier allows you to staff one skilled hireling proficient in nature or athletics to increase the production of the field. Each skilled hirelings increases a field’s production by 100%.
     

    Garden

    The smell of green, growing life fills the air here. Lush vines laden with savory tomatoes grow alongside mandrake root, ephedra, and even more esoteric herbs.
    • Size Cost: 1 room point
    • Max Tier: 3
    • Construction Cost: 2.500 sp
    • Upgrade Cost: 2.500 sp per Tier
    • Construction Time: 15 days
    • Upgrade Time: 15 days per Tier
    • May also be built as: Druidic grove, greenhouse
    Benefit: Contains an assortment of herbs and grown vegetables. Every month, the garden provides enough food to lower the upkeep cost of the structure by 5% per Tier of the room.
    Staff: If staffed by a skilled hireling, proficient in herbalism kit, the garden produces enough herbs to produce 5 common potions, 2 uncommon potions or 1 rare potion, per Tier of the Room, every month. The potions must be produced in the standard way by someone able to do so, the garden only provides the necessary materials to do so.
     

    Graveyard

    Rows of rough-hewn gravestones rise from the ground like jagged teeth, punctuated with the occasional stately monument denoting the death of someone of station. It is quiet here, but the silent air runs thick with the dark energy of death.
    • Size Cost: 1 room point
    • Construction Cost: 2.500 sp
    • Construction Time: 15 days
    • May also be built as: mausoleum, necromancer’s laboratory
    Benefit: Dead bodies may be interred here, and suffer no degradation for the purpose of necromancy spells. If the graveyard is empty, it can be assumed to contain an additional 1d4 bodies every month. When cast in this room by the owner of the structure or their allies, the spells animate dead and create undead each create an additional undead minion of the lowest possible CR. Additionally Arcana or Religion checks made here that deal with necromancy or the dead have advantage.
     

    Jails

    Dark, and pungent prison cells, laden with rust and grime, greet unwelcome or belligerent guests. Hopefully, some time in uncomfortable conditions will show them the error of their ways.
    • Size Cost: 1 room point
    • Max Tier: 5
    • Construction Cost: 2.500 sp
    • Upgrade Cost: 2.000 sp per Tier
    • Construction Time: 15 days
    • Upgrade Time: 15 days per Tier
    • May also be built as: prison, torture chamber, sacrifice pit
    Benefit: You have cells to securely hold a number of humanoids up to five times the room’s tier. Prisoners may only escape if they are unguarded, and either have access to this room’s key (five of which come with this room), or by using thieves’ tools to make four successful DC 15 Dexterity checks. This room is equipped for non-magical humanoids, and will not thwart magical attempts at escape unless the appropriate wards under the Wards improvement are purchased for this room.
     

    Lair

    A dragon rests on his pile of gold inside his open lair, that enables him to fly in and out as he pleases and securely protect his eggs.
    • Size Cost: 1 room point
    • Max Tier: 3
    • Construction Cost: 3.500 sp
    • Upgrade Cost: 2.500 sp
    • Construction Time: 15 days
    • Upgrade time: 15 days
    Benefit: This vastly modified monster pen enables a creature of huge size or larger to comfortably rest inside. When building this room, you need to select a type of creature, the lair is fitted for (dragon, beholder, hydra, …), all benefits of the lair only work for the specific type of creature. A lair can be refit for another type of creature by spending 7 days and 1.000 sp to refurnish the lair. A creature resting inside the lair, recovers from exhaustion at twice the normal rate.
    Upgrade: Tier 2: A creature that uses the gritty realism rule for rests, only requires half the time for its rest inside the lair. / Tier 3: Enables the creature to use its lair actions.
     

    Library

    Stacks of books piled high to the ceiling, light filtering in from dusty windows, the library is a sanctum of knowledge and research. Material on any subject matter may be found here, if one has the time to search for it.
    • Size Cost: 1 room point
    • Construction Cost: 4.000 sp
    • Construction Time: 20 days
    • May also be built as: archives, museum
    Benefit: When taking at least an hour to perform an Intelligence or Wisdom check to find specific knowledge within this room, you gain advantage on the roll. Even if you do not (or cannot) succeed on this roll, you can typically uncover a hint as to where else in the world this information may be found.
     

    Lodgings

    At the end of a long day, a hot meal, warm bed, and cozy fire are often just enough to keep most people happy. Enticing more individuals to dwell in your structure means being able to provide all three of these amenities.
    • Size Cost: 1 room point
    • Construction Cost: 2.500 sp
    • Construction Time: 15 days
    • May also be built as: barracks, guest rooms, spare cots, servant’s quarters
    Benefit: This room may hold up to 24 hirelings or individuals in six private bedrooms, up to 4 persons per bedroom.
     

    Magical Enchanter

    Delicate strands of the arcane are woven together here, empowering simple items to become magical wonders.
    • Size Cost: 1 room point
    • Max Tier: 3
    • Construction Cost: 10.000 sp
    • Upgrade Cost: 15.000 sp
    • Construction Time: 30 days
    • Upgrade Time: 15 days
    • May also be built as: Altar of Blessings
    Benefit: A spellcaster hireling or character with at least a Spell of 1st level or higher, may use this room to produce any common magic item once per month. The process takes 3 days and the cost of producing such an item is 50% of its market value.
    Staff: If staffed by a spellcasting hireling, a randomly selected common magic item gets produced automatically each month, and stored within this room. Only one such item can be stored here at the same time. A hireling can only produce common magic items on his own, regardless of this room’s tier level.
    Upgrade: A Tier 2 Magical Enchanter can produce Uncommon Magic Items (7 days) and a Tier 3 Magical Enchanter can produce Rare Magic Items (14 days). The Enchanter can only be used to produce 1 Item every month.
     

    Militia Barracks

    The shouts of the instructor sound over the training field as these untrained bunch try to learn how to fight.
    • Size Cost: 1 room point
    • Max Tier: 3
    • Construction Cost: 3.500 sp
    • Upgrade Cost: 2.500 sp
    • Construction Time: 15 days
    • Upgrade Time: 7 days
    Benefits: Allows the recruitment of 1 troop of militia per month, per tier of this room, at no additional recruitment cost.
    Staff: Requires to be staffed by a skilled hireling, proficient in simple weapons.
     

    Mine

    Providing work and precious ores, either to accumulate riches or supply your crafters, a mine can be one of the most valuable assets to your structure.
    • Size Cost: 1 room points
    • Max Tier: 3
    • Construction Cost: varies
    • Upgrade Cost: varies
    • Construction Time: 30 days
    • Upgrade Time: 30 days per Tier
    • Requires: Suitable nearby ores
    • May also be built as: quarry, reserve, pit
    Benefit: A mine produces raw metal ores worth Xd6 x 10 sp per month, where X is determined by the type of mined resource (see table below). A mine’s produce can be refined in a refinery. There's a 2% chance every month that your mine runs out of ore and becomes unusable.
    Staff: A mine needs to be staffed by at least 5 unskilled hirelings. Each tier allows you to staff one skilled hireling proficient in athletics to increase the production of the mine. Each skilled hirelings increases a mine’s production by 100%.
    Mined Resource Construction / Upgrade Cost Income per month
    Coal 2.000 3d6 x 10 sp (can not be refined)
    Copper 2.500 3d6 x 10 sp
    Iron 3.500 4d6 x 10 sp
    Silver 5.000 5d6 x 10 sp
    Gold 7.500 6d6 x 10 sp
    Platinum 10.000 8d6 x 10 sp
     

    Portal Room

    A rippling hole in the fabric of space and time is enough to send shivers down the spine of even the most experienced wizard. Yet, here in exists, stable and large enough for several portals to be created and linked to a plethora of other places.
    • Size Cost: 1 room point
    • Max Tier: 5
    • Construction Cost: 10.000 sp
    • Upgrade Cost: 5.000 sp
    • Construction Time: 30 days
    • Upgrade Time: 15 days
    Benefits: This room contains a magic circle that allows spellcasters that know this circle to teleport safely to this room. (Look at the Ward Improvements to shield this room against hostile teleportations). In addition to this, this room can host permanent portals to a number of linked places equal to the tier of this room. These portals can be freely opened and closed from this side, but can also be forced open by four DC 20 Arcana checks by a spellcaster at the other side of the portal, within one hour. Removing an established portal link, destroys the portal stone used to create it.
    Staff: If staffed by a spellcasting hireling, the portals in this room can be opened from the hireling to allow travel to this place from the other side of the portal. The presence of this hireling also allows them to gain knowledge of any outside attempts to force open a portal.
    Portal Stones: When acquiring portal stones from another portal, they can be fit into this room to link an available portal from this room to the stone’s destination. A sufficiently powerful spellcaster can perform a ritual in this room to create a Portal Stone that allows other portals to link to this room. The ritual takes 24 hours and costs 1.000 sp.
     

    Refinery

    The grinding and churning of the mill beats a constant tempo of progress and production. A mill is the heart of civilization, carrying the lifeblood to all its other aspects.
    • Size Cost: 1 room point
    • Construction Cost: 2.500 sp
    • Construction Time: 15 days
    • Requirements: Raw resource production
    • May also be built as: mill, cannery, loom, lumber mill, mint, smelter, windmill
    Staff: When you construct this room, select a type of raw resource (grain, meat, leather, metal, etc.). If this room is fully staffed by at least 5 unskilled hirelings and 1 skilled hireling, proficient in a relevant set of artisan’s tools, it can produce refined materials from available resources. If these raw resources are supplied, the refinery can generate salable materials worth twice as much as the resources taken in, every month. These materials can be sold to interested buyers, consumed in place of hireling’s wages (if they are food), or used for crafting. You can build this room multiple times, fitted for different kinds of resources. You can change the requires type of resource, by paying 1.000 sp and a reconstruction time of 15 days.
     

    Sewers

    Full of waste, refuse, and the occasional crocodile, the sewers do an excellent job keeping filth under the streets rather than on top of them.
    • Size Cost: 1 room point
    • Construction Cost: 2.500 sp
    • Construction Time: 15 days
    Benefit: Creatures that dwell within a structure containing this room lead healthier lives in a much more sanitary environment. This reduces a structure’s total upkeep cost by 5%. Occasionally strange items wash up in the sewers. Every month there is 10% chance that a random trinket from the Trinkets table is found intact and (mostly) clean.
     

    Smithy

    The twang-clink of metal on metal, the roar of the fire, and the hiss of steam crate a symphony of construction that fills this room. Newly-forged weapons and tools line the walls, glittering with firelight from the forge and the promise of practical use.
    • Size Cost: 1 room point
    • Construction Cost: 3.500 sp
    • Construction Time: 15 days
    • May also be built as: crafts workshop, forge
    Benefit: When you first make this room, choose a specific type of artisan’s tools, such as smith’s tools. These tools are always present in this room, and individuals that are proficient with these tools can create items in half the normal time while working in this room. Creating these items still requires materials worth as much as one would need crafting the item normally.
    Staff: If a skilled hireling proficient with an appropriate type of artisan’s tools is assigned to this room, they count as a furniture and interior décor, jewelry and gems, knick-knacks, leatherworking, mechanical contraptions, medium and heavy armor, tools, vehicles, or weapons merchant (your choice) that is always present here. The quality of this merchant’s wares changes every month. If such a hireling is assigned, this room generates an income of 2d10 x 15 sp every month.
     

    Siege Workshop

    A tidy, if eclectic, workshop full of all manner of gears, wheels, and mechanical elements. The hiss of smelted iron mingles with the back-and-forth saw rhythm of precision woodcutting as weapons of ware are churned out for your structure’s defense.
    • Size Cost: 1 room point
    • Max Tier: 3
    • Construction Cost: 5.000 sp
    • Upgrade Cost: 2.500 sp
    • Construction Time: 15 days
    • Upgrade Time: 15 days
    Staff: A team of at least 10 properly-skilled hirelings can build siege equipment here. The workshop may build one of the following options at any one time.
    • Ballista: 15 days, 1.000 sp in materials
    • Ram: 15 days, 1.000 sp in materials
    • Mangonel: 30 days, 3.000 so in materials
    • Siege Tower: 60 days, 5.000 sp in materials
    • Trebuchet: 60 days, 5.000 sp in materials
    Your structure may only physically house a number of siege weapons equal to its room tier at any one time.
     

    Stables

    The sounds and smells of horses and stranger animals still animate these cold stone stables. Straw matting, water, and feed are available, providing mounts the shelter and relative comfort they need to properly recuperate.
    • Size Cost: 1 room point
    • Max Tier: 3
    • Construction Cost: 3.000 sp
    • Upgrade Cost: 1.500 sp
    • Construction Time: 15 days
    • Upgrade Time: 15 days
    Benefit: Your structure gains the ability to house and support horses or other animals trained to be used as mounts, and can hold four of these creatures per room tier. Mounts that receive a long rest within this room recover from exhaustion at twice the normal rate. This stable does not come equipped with mounts, and mounts must be acquired by other means.
     

    Tavern

    Downtime and drink are essential to adventurers and garrisoned soldiers alike. A tavern always carries within it the often sweet fragrance of what it brews, from plum brandy to apple cider to hoppy ale to refined wine. Typically, taverns find themselves filled with the heat and crackling staccato of a log fire, the honeyed lyrics of bard song, and words whispered between furtive folk.
    • Size Cost: 1 room point
    • Construction Cost: 4.500 sp
    • Construction Time: 15 days
    • May also be built as: public house, speak-easy
    Benefit: Tavern are a gathering place for those with quests and rumors to spread, and a typical trip to this tavern will dispense 1d4-1 of each, every 30 days. Further, the presence of a tavern gives the owner of this structure and their allies advantage on persuasion checks involving those who regularly use the tavern. This is generally expected to be almost all of those that live within the structure, as well as an assortment of those that live nearby. A tavern increases the rate at which morale recovers in times of peace by 5%.
    Staff: If at least one appropriately skilled hireling is staffed here, they count as an alcohol and refreshment merchant, and the quality of their stock changes every month. The tavern generates an income of 2d10 x 10 sp per month. If the structure also contains a brewery, this income is increased to 4d10 x 10 sp per month.
     

    Theater

    An enormous hall complete with seating, a large stage, and excellent acoustics. This room is well equipped for plays, concerts and speeches, making them feel that much more true-to-life.
    • Size Cost: 1 room point
    • Construction Cost: 4.500 sp
    • Construction Time: 15 days
    • May also be built as: lecture hall, balcony with adjacent courtyard
    Benefit: When on the stage, the owner and their allies gain advantage on all Charisma checks. In addition, when an individual on stage makes a Persuasion, Deception, or Performance check with a result above 15, any of their allies present gain a point of inspiration. This latter benefit may only occur once per month.
     

    Training Fields

    A wise ruler knows that only a properly trained military can allow them a chance at victory, while failure to prepare for combat will yield certain defeat.
    • Size Cost: 1 room point
    • Max Tier: 3
    • Construction Cost: 5.000 sp
    • Upgrade Cost: 3.500
    • Construction Time: 30 days
    • Upgrade Time: 15 days
    Benefit: Each month, soldiers that are stationed at a garrison that is connected to this room, each have a 5% (Tier 2: 10%, Tier 3: 15%) chance to gain one experience rank, up to a maximum of "seasoned".
    Staff: If staffed by a skilled hireling, proficient in martial weapons, each month 1 troop of militia (per Tier of this room) can be trained into a basic soldier type troop, at no additional recruitment cost. Each month you can choose between swordsmen, archers, spearmen and crossbowmen. If you have a stables building and sufficient horses, you can also choose light cavalry.
     

    War Room

    Improperly planned, war can be a nightmare. With adequate planning, supply lines, and intelligence, though, warfare becomes a much more feasible enterprise.
    • Size Cost: 1 room point
    • Construction Cost: 3.500 sp
    • Construction Time: 15 days
    Benefit: Soldiers friendly to the owner of this structure may have their journeys (of up to 7 days) planned within this room. Doing so effectively doubles the overland speed of these soldiers, causing them to complete the planned journey in half the normal time. In addition, when a structure that contains a war room is under attack, all creatures fighting in the structure’s defense, add 1d4 to their attack rolls.

     
     

    Modifying your Rooms

    Individual rooms can be built up, improved, and modified in a small variety of ways.   You may choose to purchase a modification from the lost below for either a room being built, or for one that has already been built. If the room is being built, the modification adds its build time to the total build time. If a modification is purchased, for an existing room, the modification’s building begins immediately, and the room will not provide a benefit unril this building is complete.   Some modifications have requirements, which the owner or at least one the owner’s allies within the structure must be able to fulfill in order to build.
      Show Modifications

    Extra-Dimensional

    The air inside the room seems somehow thicker, slightly more viscous. Outside shuttered windows, stars and comets, cascade by, shining like a thousand diamonds against a swirling ethereal sky.
    • Construction Cost: 12.500 sp
    • Construction Time: 30 days
    • Requirements: A character or hireling that can cast 8th level spells
    Benefit: The room’s door is actually a portal to a pocket dimension, containing the room itself. The room no longer takes up any room points and has immunity to scrying, tracking, and similar effects that being located on a different plane provides.
     

    Hidden

    There’s no telling what secrets a cleverly-designed structure may hide. Behind tapestries, false book-cases, or hidden switches lurk chambers tucked away where none may find them, save those that know the secret to accessing them.
    • Construction Cost: 2.500 sp
    • Construction Time: 15 days
    Benefit: This modification may be added onto any room to hide it from view. The owner of the structure and any allies they designate know the secret to enter the hidden room. All others must first make a DC 15 Intelligence (Investigation) check to discover the presence of a hidden chamber, followed by a DC 15 Dexterity (Sleight of Hand) check to uncover how to enter, once they are aware of its presence.
     

    Secret Passage

    An airy draft billows behind the walls of this room, traveling unseen from one room to the next. An astute few know the secret to accessing this passage, which remains hidden to all but the most observant.
    • Construction Cost: 2.500 sp
    • Construction Time: 15 days
    • Requirements: At least 2 furnished rooms
    Benefit: This modification is built in two rooms simultaneously; tough it only requires one construction cost to be paid. A secret passage makes a hidden connection between these two rooms, behind walls, under floors, and generally out of view. Similar to a hidden room, the owner of the structure and any allies they designate know how to enter this secret passage from either of its entrances, and can move freely between these two rooms. All others must first make a DC 15 Intelligence (Investigation) check to discover the presence of a hidden chamber, followed by a DC 15 Dexterity (Sleight of Hand) check to uncover how to enter, once they are aware of its presence. You may build multiple secret passages into one room, but each passage must connect to a different room.
     

    Trapped

    This room hides a deadly secret, and only you know where it may be found.
    • Construction Cost: Varies (see below)
    • Construction Time: 7 days
    • Requirements: Varies (see below)
    Benefit: This room contains one of the following traps, which you choose when you build this modification. This modification may be built multiple times in a single room for multiple traps.
    • Falling Net: Costs 750 sp, requires a character or hireling proficient in either Survial or Nets.
    • Fire-Breating Statue: Costs 1.250 sp, requires a character or hireling that either can cast at least 2nd level spells or is proficient in alchemist’s supplies.
    • Pit, simple: Costs 500 sp
    • Pit, hidden: Costs 1.000 sp, requires a Character or hireling proficient in Survival, carpenter’s tools, or mason’s tools
    • Pit, locking: Costs 1.500 sp, requires a character or hireling proficient in Sleight of Hand, blacksmith’s tools or thieves’ tools.
    • Pit, spiked: Costs 2.000 sp, requires a character or hireling proficient in Survival or blacksmith’s tools. If the pit is also hidden or locking, it must also meet those requirements.
    • Poison Darts: Costs 1.250 sp, requires a character or hireling proficient in Survival or the poisoner’s kit
     

    Warded or Spell-bound

    The magical energy of a persistent spell suffuses this room, protecting it or providing some less obvious more obscure benefit.
    • Construction Cost: Varies (see below)
    • Construction Time: 7 days
    • Requirements: A character or hireling that can cast the listed spell
    Benefit: This room is constantly under the effect of one of the following spells, the details of which you decide when you build this modification and may only be altered later by rebuilding this modification and paying the cost a second time. These spells are always considered to fill the entire room and are cast at the lowest level possible, with the owner of the structure and those the designate, considered to be the spell’s casters. Saves made against spells cast with this modification are made against a DC of 15. You may build this modification multiple times, choosing a different spell for each.
    • Alarm: Costs 1.000 sp
    • Animate Objects: Costs 3.000 sp, this room is haunted by animated objects equal to one casting of this spell at its lowest level. These objects will automatically attack creatures that would be hostile to the owner of this structure. Once per round these objects will follow the commands of the owner and their allies, if they are present within the room and expend a bonus action to command the objects.
    • Antimagic Field: Costs 4.500 sp
    • Circle of Power: Costs 3.000 sp
    • Magic Circle: Costs 2.000 sp
    • Reverse Gravity: Costs 4.000 sp
    • Teleportation Ward: Costs: 1.500 sp, hostile teleportations need to succeed on a DC 15 Arcana check or are blocked. If a teleport happens, the owner of the structure is mentally informed about it.
    • Zone of Truth: Costs 1.500 sp.

     
     

    Merchants and Traders

    Select rooms will entice merchants to visit or take up residence at your structure, bringing commerce to your doorstep. Whenever a room tells you to roll on the merchant’s table, do so with the information from Traders & Merchants. If a room allows you to select a merchant, you may choose any merchant on this table that is not a legendary merchant.
     

    Hirelings, Soldiers & Casters

    Any large-scale structure requires constant work and upkeep to remain operational, and roving heroes aren’t usually predisposed to building maintenance. Hirelings are individuals that can perform ordinary or skilled tasks at your behest.   Hirelings must consistently be paid the wages indicated in the Hirelings section, and failure to pay hirelings wages causes the structure and its expansions to provide no benefit. After 7 days of failure to pay, hirelings will abandon their posts.
     

    Hirelings

    HirelingsPayProficient in
    Hireling, unskilled3 sp / month-
    Hireling, skilled30 sp / month1 Skill or Tool
    Slave, unskilled75 sp (one time)-
    Slave, skilled750 sp (one time)1 Skill or tool
     
    As you can see, when permanently fitted into a structure, the cost of hirelings changes from 2sp/day to 1sp/day, as the other half is assumed to be paid through lodgings. For more informations on hirelings, see Followers.
     

    Unskilled Hirelings

    Unskilled Hirelings have no special skills to speak of though they can clean, cook passably, and keep a structire cared for in ways that do not require a particular set of skills.
     

    Skilled Hirelings

    Skilled hirelings each come proficient in a particulat skill or set of tools, and have a +5 bonus to checks they make with this proficiency. This bonus is considered to include both their relevant ability modifier and their proficiency bonus. You determine which skill or set of tools the hireling is proficient with at the time you first hire them.
     

    Slaves

    Slaves may only be owned by evil characters, may be skilled or unskilled, and require no pay. Slaves may or may not be available for purchase, and are usually sold for the values listed above.
     

    Soldiers

    Soldiers may be recruited for an initial value or trained from militia, and retained at their listed upkeep per month. For exact informations on statistics costs and types of available soldiers, see Followers.   Soldiers stationed at a garrison can work as unskilled hirelings, but when doing so still cost their normal upkeep. They can no longer retain this work when dispatched, relocated elsewhere, while training or during times of war and sieges.
     

    Spellcasters

    Magically gifted and skilled in arcane, divine or primal arts, these hirelings may be retained at their listed cost per month. For exact informations on statistics costs and types of available spellcasters, see Followers.   Spellcasters stationed at a garrison can work as unskilled hirelings, or skilled hirelings in their specific field of knowledge, but when doing so still cost their normal upkeep. They can no longer retain this work when dispatched, or relocated elsewhere.
     

    Making More Money

    Running a structure is an expensive enterprise, and one that can become unprofitable if not done with money in mind. In addition to the way some rooms inherently generate income, below are a few more ways to help your structure make a profit.
     

    Tithes and Tuition

    If your structure is one that draws daily visitors in the form of worshippers or students, you can demand a fee each day for the services they receive. This could range from 10 cp per day for a poor man’s shrine to 10 sp daily for a world-class arcane education. A shrine or temple may receive 50-250 visitors in a day, while even a large college or school should expect a maximum of 100 students. Keep in mind that higher prices may attract less visitors.
     

    Right of Passage

    Merchants and travelers must pay coin for the right to use toll roads near your structure. A small of 1 cp is typical of most toll roads, but some lucrative trade routes charge exorbitant fees of up to 1 sp. Traffic varies on most roads from 2 to 200 traveling groups a day depending in logistics and economic factors. Most merchants will do anything they can to avoid paying a pricey toll, and playing too exorbitant a toll near your structure may cause a reduction in the quality of your merchants.
     

    Protection

    Nearby villages could pay taxes for protection to a military presence in their region. Taxes could run from a reasonable 5 sp per month to to an extreme 300 sp. The larger a nearby population center is, the more willing and able it would be to pay a greater tax. Take warning that peasants feeling taxes are unfair, are very prone to violent revolt.


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