Sooner or later, if a fantasy campaign lasts long enough, players will want to build structures, strongholds, towns, and cities. The following will provide some guidelines for such endeavors. Assuming the players think they have enough money and resources to accomplish their construction goals, we can start with the first step on the construction checklist.
Where to Build? Here are a few things to consider.
Climate – although there are several climate types, we are going to focus on three broad categories: Cold, Temperate, and Hot.
Terrain – This section focuses on the most common terrain types (listed below). The Players and the GM can of course expand this list. Building on different planes will often require adjustment to the list below. Terrain is selected based on the more predominate terrain type in the hex (16 sq. miles) where the construction is to take place.
Local Resources – This section focuses on the 16 square mile area around the build site. This affects the amount of food available for the workers, raw materials like lumber, stone, metal, and tar are also a factor. While lumber may be plentiful in an area, a stone quarry may be far off, this section focuses on the average rather than a specific resource.
Workforce – nothing is built without laborers and craftsmen. This category focuses on how far the players must go to find a suitable workforce and hire craftsmen. Finding a suitable workforce is only half the problem. Properly motivating them is the other half. Motivating a workforce can be a simple matter but often a costly one. In rare cases, a workforce can be motivated by other means. Communities have been known to volunteer their time and services to build religious structures that will serve their community. Individuals can also be motivated by more nefarious means, such as beatings and sacrifices. The players are encouraged to find alternate methods – GMs should reward good role-play and creative thinking.
Standard Number of Workforce Needed = Total Number of Modules used X 2
Critical Number of Workforce Needed = Total Number of Modules used
Special Note (Type/Race of Workforce) – Sometimes, players can enlist the aid of special creatures or races to aid in construction projects. A few friendly giants can replace several dozen laborers. A workforce of mostly dwarves (known for their racial ability to work stone and metal) could boost the overall quality of the workforce. See the optional Special Hireling below for details.
As a general rule, ‘non-player races’ such as giants and orcs can only comprise up to 50% of a given workforce. Non-player races are not accustomed to building methods and technology available to the player character races and thus need to be guided by example. Construction in the fantasy setting requires the use of large labor forces; even the exceptional strength of giants cannot replace the fine motor skills of a stonecutter or carpenter. Finally, there is the issue of game balance; players should not be allowed to build a stronghold for little or no cost. Not only does this upset the local economic balance, but it also destabilizes the worth of craftsmen and laborers in the region.
Situational and Special Modifiers – Anything not covered by the above categories falls into this area. Unlike the other modifiers, some of those listed below can be a one-time bonus, which may apply at the start, middle, or end of a given project.
To simplify the building of structures, the following list of modules can be used either as standalone buildings or added to other modules for large constructions. Each module will have a basic description along with the cost and workdays it takes to build. When multiple modules are involved, the results are simply added up and totaled to get the total price and workdays needed to complete the project. These figures are then modified by the Overall Cost and Time Modifiers described above for the final cost and build time requirements.
Special Note – when building a massive structure, the largest module of that type should be used first, and then smaller modules should be added to round out the square footage. Thus, building a Stone Structure that is 100 ft by 100 ft (10000 square feet) and three stories (30 ft), one would choose 4-Grand Stone buildings for a base of 80 x 80 ft (6400 square feet) area and add 4 Great Stone buildings (3600 square feet) for a total of 10,000 square feet. Often, this is the most efficient in terms of time and cost.
Labor Value of Players: Although adventurers are often skilled in combat, wielding multiple weapons, or using armor, they may not possess any useful construction skills. This alone does not disqualify them from lending a hand to construction projects. A warrior can function as a manager, a bard can temporarily increase moral by singing, and a ranger can hunt and provide better food for the workers. Those players that do possess an actual construction-based skill can be more helpful.
As a general rule, a player can provide the same amount of labor as two normal members of their race. A human warrior can do the work of two human laborers; a dwarven thief can produce the work equivalent of two dwarven laborers, and so on. Each non-weapon construction skill possessed, adds the labor equivalent of one additional laborer, to a maximum of three. Thus, a warrior that possessed carpentry and blacksmithing skills would be equal to 4 laborers. In all cases, players that wish to contribute must put in an 8-hour workday.
Management Skills (OPTIONAL): Some players function better as managers that oversee the construction rather than physical provide labor. Better management increases productivity and reduces time. Individuals with Leaderships or Engineering skills are the best examples. In this case, a Charisma + Skill check is required. A roll of 5 grants -1% reduction in construction time. A roll of a 10 provides -2% to time, and also reduces construction cost by 2%. A 15 roll, -5% to time and costs. A 20+ roll grants a -10% to time and costs. These rolls are made for a full month of supervision where the rolling player puts in an 8-hour workday throughout the time. Benefits are thus, only gained for a 30-day period and prolonged projects will require multiple rolls.
Magic and Construction: Some players can cast spells or possess magical items that aid in construction endeavors. Although all such contributions would have to be arbitrated by the GM, magic can aid construction efforts greatly. Spells (or magical items) that produce definable construction benefits such as a Dig spell, or a Staff that can summon an Earth Elemental can influence the overall all cost and time of a given project. Spells (or magical items) that produce auxiliary effects such as Create Food or a Wand that provides Light can influence construction in minor ways. Spells (or magical items) that do not fall into these categories cannot affect constriction modifiers.
A spellcaster can total up his School ranks and that equals the number of ‘workmen’ his magic will provide. Magical items will provide double their Tier level in number of workmen. Each minor psionic devotion, that focuses on construction, adds DOUBLE its tier value in workmen.
Thus, a Mage with Rank-3 in Earth, Power/Forces, and Dimension & Distance would be equal to 9 workmen by himself, devoting ALL of his spells per day to construction.
Special Note - Although players can be of great use in construction, there is still a need for support laborers. A project, regardless of the player contribution, cannot be built without the Critical Work Force (see formula above) to aid the players.
Art and Embellishments in Construction: Sometimes, construction must also be pleasing to behold, requiring artwork and embellishments. This type of construction is often observed in Religious structures or similar endeavors. Artwork increases the value of a given structure and often makes it unique in design and appearance.
Special Note – Sometimes, actual buildings are designed to be enchanted. In these cases, they often require additional art and embellishments. Temples are perhaps the best examples of this requirement. Royalty, powerful mages, and burial crypts also fall into this category. As a general rule, any building that is to be enchanted requires a minimum of 20-40% art. Art can be shaped stones, statues, and/or the installation of precious gems, metals, or artistic paint.
Anti-scrying considerations: Often, major projects, such as the construction of a vault complex, take into consideration mundane (or magical) aspects that can provide additional benefits versus supernatural abilities. The most common of which is to provide some resistance or negate the ability of magical/psionic abilities from scrying/relocating into or out of a given area. Lead-lined walls can be a mundane way to provide some protection compared to this type of intrusion. By doubling the base cost and time to construct a given module, the structure can be built to impose a -3 to scrying/relocation attempts. This is a mundane physical barrier that works in both directions. Nearly all government vaults or medium or large temples are constructed with this aspect in mind. Adding magical wards/barriers also requires that such mundane precautions are in place as part of the ritual enchantment.