Building Examples
Common Buildings
Tavern
A tavern offers a place for patrons to socialize, eat food, and drink. No adventure is complete without a great tavern and most settlements have one or more of these buildings. A tavern is usually made up of a large open area for seating patrons, a bar, a kitchen, a basement for kegs, and additional rooms for storage. There may be a stable attached, or even an inn connected to the tavern. If the owner of the tavern lives in the building, there is likely an apartment above with one or more bedrooms, a kitchen, and living area.
Related Industries: Tourism/Hospitality
Related NPCs: Barkeep, Cook, Servant
Inn
An inn serves as a place of refuge for weary travelers and visitors to the town. With rooms to rent out and a kitchen to serve food, inns are an essential building for settlements to expand. Without a dedicated inn, the only lodging that is available for travelers is in households or barns. The average inn has 2 or more rooms equipped with a bed, some means of storage (e.g. chest), and a place to sit (e.g. desk). The building is maintained and run by an innkeeper(s) who likely live in the building full time. Depending on the number of patrons there may be hired hands that help cook and serve food. To account for those travelling by horse, inns typically have a small stable on site to keep the animals.
Associated Industries: Tourism/Hospitality
Associated NPCs: Innkeeper, Cook, Servant
Butcher Shop
A butcher shop offers meat and other goods to the settlement. Depending on the primary source of food, a butcher may work with cattle (i.e. livestock) or wild animals brought in by hunters. A butcher shop typically includes a storefront, a kitchen (equipped for butchering), and a cellar. Many storefronts have second story apartments where the owner lives (i.e. butcher). A butcher shop can be built anywhere within a settlement, however, proximity to a marketplace or access to a main road are favorable locations, as traffic would be higher.
Associated Industries: Agriculture, Hunting
Associated NPCs: Butcher
Farmhouse
A farmhouse is used as home for the family of farmers. Farmhouses can be as small as a single room or large to house both the farmer, their family, and farmhands that work the fields. A farmhouse typically includes a kitchen, a living area, a cellar, and one or more bedrooms. Farmhouses are built on the farm property, close enough to the fields while providing direct access to the main road.
Related Industries:
Related NPCs:
Barn
A barn offers shelter to animals and provides a farmer with a means to store their crops, hay, and other farming equipment. If the settlement has no inn, travelers may exchange their labor or coin for a bed inside a bard (e.g. hay bail). A barn typically includes a closed in pen, or stalls, for animals, a loft to store hay, and additional rooms for storage. A farm might have several barns scattered across the property, all with different sizes and purposes.
Related Industries: Agriculture
Related NPCs: Farmer
Boatyard
A boatyard allows boatbuilders to store, maintain, and build boats. While no permanent structures are necessary, most boatyards have enclosed “bays” where a boat can be stored while being worked on. The yard itself is used for storing lumber and other materials used by the boat builders. If necessary, an office may be attached to the enclosed bays, to be used by those in charge of the boatyard (e.g. owner). Boatyards are built along the water, typically with ramps that make it easier to get boats in and out of the water.
Related Industries: Fishing
Related NPCs: Boatbuilder(s)
Graveyard
A graveyard is a plot of land where graves are dug, and the deceased are laid to rest. Some graveyards will have larger structures called crypts that house the dead of a specific group of people (e.g. noble family). If the graveyard is large enough, there may be a house on site for the grave keeper. Otherwise, there is only a small shed for storing tools. Graveyards can be built anywhere, however, they are most often found outside of religious buildings or on the lands of the family that is buried there.
Related Industries: N/A
Related NPCs: Grave digger
Leather Shop
A leather shop is a store that buys, sells, and repairs leather goods. Leather shops include a storefront where customers can enter and purchase goods. Other rooms include a workspace for the leather worker(s), and storage for materials and inventory. If the owner of the leather shop lives in the building, there would also be a bedroom, kitchen, and living area. A leather shop can be located anywhere within your settlement, however, proximity to the marketplace or docks is favorable.
Related Industries: Leatherworking, Tannery
Related NPCs: Leatherworker
Tannery
A tannery allows leatherworkers to process raw hides into workable leather. A tannery’s layout could be as simple as temporary set up outside on an empty lot of land or a permanent building with dedicated rooms and storage. Typically, you’d have a workshop for processing the hides, storage for both raw materials and finished inventory, and a room for storing hides to dry. If the owner of the tanner lives in the building, there would also be a bedroom, kitchen, and living area. A tannery can be located anywhere within your settlement, however, proximity to the marketplace or docks is favorable.
Associated Industry: Leatherworking, Agriculture
Required NPCs: Tanner(s)
Trading Post
A trading post offers the settlement a place to buy, sell, and trade goods that may not be available anywhere else. At the bare minimum, a trading post has a storefront and an area dedicated to storing inventory. Other rooms may include an office space, a basement, or an entire apartment (bedroom, kitchen, and living area) for the person running the trading post. Additional bedrooms may be available for those travelling through, as most trading posts are located along roads, farther away from settlements.
Related Industries: Trade
Related NPCs: Merchant
Guard Tower
A guard tower is a defensive structure that provides lodging for guards and a view of the area surrounding the town and its defenses. A guard tower may include rooms for the guards, office space for the higher ups, a balcony or rooftop, an armory, or a small jail (with one or more cells). Guard towers can be built anywhere, however, they are typically found built into the walls of a settlement or in defensive positions around the perimeter.
Related Industries: Defense
Related NPCs: Guards, Guard Captain
Bowyer
A bowyer’s shop buys, sells, and repairs bows, arrows, and other equipment used in archery. A bowyer’s shop typically includes a storefront, a workshop for the bowyer, and storage for raw materials and inventory. If the bowyer lives in the building, there would also be a bedroom, kitchen, and living area. A bowyer shop could be located anywhere, but proximity to the marketplace is favorable.
Related Industries: Bow making/Fletching, Forestry, Sawmill
Related NPCs: Bowyer
Courthouse
A courthouse is a communal building where criminal trials are held, and local disputes are settled. A courthouse typically includes a large open court room, one or two smaller rooms off of the main room (e.g. judges office), and a holding cell(s) for those on trial. Outside of the courthouse, there may be a dedicated area for executions, if that is something your settlement partakes in. Courthouses are built in central locations, for example on one side of the town square, typically connected to other local government buildings.
Related Industries: Governance
Related NPCs: Judge
Quarry
A quarry is an above ground mine that is built on a natural deposit of stone. There are no required structures, however, the quarry itself will have a large amount of equipment constructed to help excavate and transport the stone (i.e. cranes). A quarry has to be placed on top of a natural resource deposit.
Related Industries: Mining, Stonemasonry
Related NPCs: Miner
Community Hall
A community hall is a public building used for holding events (e.g. town meeting). Community halls usually have a large main room, with additional rooms for storage or office space, and often a kitchen. If more space is needed, a basement or second floor may be built. Community halls can be located anywhere, however, they are typically placed near a town square or other government buildings where everyone has easy access.
Related Industries: Governance
Related NPCs: Council Member
Tailor Shop
A tailor shop offers custom clothing to customers, as well as repair services for damaged goods (e.g. torn shirt). The shop is usually made up of a storefront, a workshop for the tailor, and a storage room or basement. If the owner of the shop lives in the building there would also be one or more bedrooms, a kitchen, and living area. A tailor shop can be located anywhere, however, proximity to the marketplace or docks for easy access to textiles and more foot traffic.
Related Industries: Tailoring, Textile
Related NPCs: Tailor, Apprentice Tailor
Smithy
A smithy is a building that blacksmiths use to forge weapons, armor, and other metal goods for sale. A smithy is usually made up of a large open workshop equip with a forge and smelter, storage for raw materials and finished inventory, and a storefront (unless all work is custom ordered). It’s common for the blacksmith to live above their smithy, so many have one or more bedrooms, a kitchen, and living area. A smithy can be located anywhere in the settlement, however, it’s common for them to be located on the perimeter of the town next to stables and gatehouses.
Related Industries: Blacksmithing, Weapon mithing, Armor smithing
Related NPCs: Blacksmith, Apprentice Blacksmith
Carpentry Workshop
A carpentry workshop is used by carpenters to build furniture and other goods. A carpentry workshop is usually made up of a large enclosed room, smaller rooms for storage and finished inventory, and a storefront (unless all work is custom made). It is also common for a carpentry workshop to have an additional building, partially enclosed to store lumber. If the carpenter lives above the workshop, there would also be one or more bedrooms, a kitchen, and a living area. A carpentry workshop can be located anywhere within your settlement, however, proximity to lumberyards is favorable.
Related Industries: Carpentry, Forestry, Sawmill
Related NPCs: Carpenter, Apprentice Carpenter
Sawmill
A sawmill is a building equipped with machinery to process logs into lumber. A sawmill is usually made up of one large room, encloses on two sides, that receives logs on one end and outputs raw lumber on the opposite end. A sawmill requires a source of power, typically water, and can be found along rivers. The proximity to rivers is also beneficial as many logging operations use rivers to transport logs long distances. It’s unlikely to have any lodging built at a sawmill.
Related Industries: Forestry, Carpentry, Sawmill
Related NPCs: Sawyer
Lumberyard
A lumberyard is plot of land that holds stacked lumber awaiting sale. Depending on how large the yard is and how long the wood must dry, partially enclosed buildings may be built to house the lumber. A lumberyard is typically built next to a sawmill and along a main road.
Related Industries: Lumber/Sawmill, Carpentry, Forestry
Related NPCs: Owner
Stockpile
A stockpile is an enclosed building that offers protection from the natural elements to stored goods. Stockpiles are built up off of the ground to protect the goods inside (e.g. food) from pests, like rats. Stockpiles are generally made up of one or more rooms, with secured doors. Due to important role stockpiles play in the settlement’s survival, they are placed in strategic locations (e.g. inside castle walls) to protect them from attacks or theft.
Related Industries: Agriculture, Milling
Related NPCs: N/A
Mining Camp/Mine
A mining camp is a cluster of small, semi permanent dwellings that house those who work in the mines. While permanent dwellings could be constructed, a mining camp is mostly made up of tents. A large communal cooking area (e.g. firepit) is constructed and additional tents used for storage are set up. A mining camp is usually located next to an existing mine.
Related Industries: Mining, Smelting
Related NPCs: Miners
Forestry Camp
A forestry camp is a cluster of small, semi permanent dwellings that house those who work in the forestry industry. While permanent dwellings could be constructed, a forestry camp is mostly made up of a tents. A large communal cooking area (e.g. firepit) is constructed and additional tents used for storage are set up. A forestry camp is usually located within the forest along a logging road or along the river used to transport cut logs.
Related Industries: Forestry, Sawmill/Lumber
Related NPCs: Foresters
Hunting Lodge
A hunting lodge is a building that provides lodging for hunters while away from home but in between hunts. The average hunting lodge has one or more bedrooms, a large communal living area with a fireplace to cook, storage rooms for goods, a small cellar or basement. Depending on how often the lodge is used and how remote it is, they can be small or large. If the hunting grounds for a settlement is large enough, a network of lodges may be constructed. Hunting lodges are built in strategic locations within the hunting grounds of the settlement.
Related Industries: Hunting
Related NPCs: Hunters
Guild Hall
A guild hall is a building used for the general activities of a guild, including lodging for members, training areas, education, meetings, etc. A guild hall has bedrooms for its members, large communal rooms used for training or education, storage rooms for equipment and other supplies, a cellar or basement area for additional activities and store, and a kitchen to feed everyone. A guild hall can be located anywhere within your settlement, however, if the guild itself is a powerful entity the hall is likely to be a central fixture in the town.
Related Industries: Any
Related NPCs: Guild master
Academy
An academy is a building used for the general activities of an academic institute, including lodging, education, research, etc. An academy has bedrooms for its members, large communal rooms for training or education, storage for equipment and other supplies, a library, a cellar, or basement area for training or additional storage and a kitchen to feed everyone. An academy can be located anywhere, however, if the academic institute itself is a powerful entity, the academy is lively to be a central fixture in the town.
Related Industries: Academic/Education, Magic, Alchemy/Medicine
Related NPCs: Headmaster, Acolyte
Temple
A temple is a religious building where those who belong to a specific religion come together and worship. A church is likely to have a large open room with high ceilings for worship, one or more smaller rooms for office space or meeting areas, a basement for storage and additional workspace (e.g. scribes), and an upper level (i.e. balcony) for viewing the main room. A church can be located anywhere within your settlement, often along the main roads.
Related Industries: Tourism/Hospitality
Related NPCs: Religious Leader
Bakery
A bakery offers fresh baked goods to the surrounding community. The average bakery includes a storefront where customers can purchase the goods, a kitchen where production happens, and a cellar or basement for storing supplies. If the owner of the bakery lives in the building, there would also be one or more bedrooms, a kitchen, and living area. A bakery can be located anywhere within your settlement, however, proximity to the marketplace is favorable.
Related Industries: Agriculture, Milling
Related NPCs: Baker, Apprentices, Delivery Person(s)
Grain Mill
A grain mill is a building equip with a mill that turns grain into flour. A mill may have only one large room where the mill is operated from and all product is stored. However, additional rooms may be added to the structure including storage rooms and lofts. A mill is usually located close to the farms that supply grain. If the mill is water powered, it must be placed along the banks of running water (i.e. river).
Related Industries: Milling, Agriculture
Related NPCs: Miller
Apothecary/Alchemy Shop
An apothecary sells potions, poisons, and other alchemical goods. The average apothecary has a storefront, a workspace for the alchemist(s), a basement for additional storage of materials and inventory as well as a lab/study for the alchemist’s research. If the owner lives in the building there would also be one or more bedrooms, a kitchen, and a living area. An apothecary can be located anywhere in your settlement, however, proximity to the marketplace is favorable.
Related Industries: Magic, Textile, Medicine/Alchemy
Related NPCs: Alchemist
Armory
An armory is a defensible building that stores weapons and armor for the settlement. Armories usually consist of one or more large, secure storage rooms. Due to the important role armories play in times of conflict, they are usually located within the defenses of the town and strategically placed to give easy access to soldiers (e.g. along settlement’s walls).
Related Industries: Armor Smithing, Weapon smithing, Defense
Related NPCs: Guards
Barracks
A barracks is a building that offers lodging to the guards or military force who protect the settlement. The average barracks includes one or more bedrooms, a large communal living space, a kitchen, and additional rooms for offices (reserved for important figures). A barracks is often located inside the settlement’s defenses at strategic locations where soldiers can be deployed quickly (e.g. along settlement’s walls).
Related Industries: Defense
Related NPCs: Soldiers, Captain
Jeweler’s Shop
A jeweler’s shop offers jewelry to the surrounding community. The jeweler’s shop includes a storefront, a workspace for the jeweller, a basement for additional storage of materials and inventory. Due to the high value that jewelry has; most jeweler’s shops will have more protection than the average shop. If the owner lives in the building there would also be one or more bedrooms, a kitchen, and a living area. A jeweler’s shop can be located anywhere in your settlement, however, proximity to the marketplace is favorable.
Related Industries: Gem cutting/Jewelry
Related NPCs: Jeweler
Adventuring Shop
An adventuring shop buys and sells general goods used by adventurers. An adventuring shop includes a storefront, a workspace for the jeweller, a basement for additional storage of materials and inventory. The basement may also be repurposed for a training room (if those services are offered). If the owner lives in the building there would also be one or more bedrooms, a kitchen, and a living area. An adventuring shop can be located anywhere in your settlement, however, proximity to the marketplace is favorable.
Related Industries: Adventuring
Related NPCs: Adventurers
Prison/Dungeon
A prison, or dungeon, is a defensible building that is used to store criminals while they await their trial or are currently serving out their sentence. Prisons usually have one or more prison cells, bedrooms to house the jailors, and a small communal living area for the staff. A prison can be located anywhere but is most commonly placed below ground underneath an already existing defensive structure (e.g. guard tower, gatehouse, stronghold).
Related Industries: Governance
Related NPCs: Jailor, Prisoners
Warehouse
A warehouse is a building where goods are temporarily stored before being transported via cart or ship. Unlike a stockpile, warehouses are meant to allow goods to be easily loaded and unloaded as they are bought from and sold to different parties. Warehouses are made up of one or more large rooms with large doors. Smaller rooms with additional security may be constructed to house more valuable goods that need to be stored for longer periods of time. A warehouse can be located anywhere, however, they are likely to be built along the main routes for trade (i.e. main road or docks).
Related Industries: Trade
Related NPCs: Warehouse workers
Docks
A dock is a simple wooden structure built out into the water that allows easy access to the boats moored alongside it. There may be small buildings built on top of the docks for storing supplies for ships that are coming in an out, especially if the docks are used for fishing boats. Docks are built on the water, typically in areas that are easily defended (e.g. bay).
Related Industries: Fishing, Trade
Related NPCs: Dock workers
Stables/Ferrier
A stable is a building used for storing and taking care of horses. Similar to a barn, stables have stalls for the horses, lofts for storing hay, and a workspace for a farrier (blacksmith who fits horseshoes). Stables are typically located next to the entrances to a settlement or attached to inns where travelers will need to have their horses taken care of.
Related Industries: Smithing, Hospitality/Tourism
Related NPCs: Farrier
Carriage house
A carriage house is a building used for the storage and maintenance of carriages and carts. A carriage house includes a workshop for servicing the carriages, a small stable for the horses, and a shelter for storing the carriages. A carriage house may provide lodging for the carriage master and their family, including one or more bedrooms, a kitchen, a living area, and additional rooms for storage. Carriage houses, like stables, are typically located at the entrance of settlements or attached to an inn.
Related Industries: Hospitality/Tourism
Related NPCs: Carriage Master
Gatehouse
A gatehouse is a defensible building used to control the flow of traffic in and out of the settlement. A gatehouse may include a number of rooms, including an armory, bedrooms for staff, a common area for those operating the gates, and a small jail for detaining prisoners. Gatehouses are built at the entrances of a settlement and require walls to be effective.
Related Industries: Defense
Related NPCs: Guards
House (General)
A house is a building that one or more people live in. The average house includes one or more bedrooms, a kitchen, a common living area, a cellar or basement for storage, and workspace for those living there (e.g. office). A house can be located anywhere within your settlement, however, proximity to a well is favorable.
Related Industries: N/A
Related NPCs: Citizens
Town Square
A town square is an open area, usually at the cross section of main roads, where events are held (e.g. markets). Town squares may have semi-permanent stalls that are set up as the town’s marketplace and a fountain or well at the center. A town square is typically placed at the intersection of two or more main roads within the settlement.
Related Industries: Trade, Hospitality/Tourism, Governance
Related NPCs: Town Crier, Shopkeepers
Magic Shop
A magic shop offers magical items and things related to magic. A magic shop typically has a storefront, a workspace or study for the wizard, a basement for additional storage of materials and inventory or additional workspace. If the owner lives in the building there would also be one or more bedrooms, a kitchen, and a living area. A magic shop can be located anywhere in your settlement, however, proximity to the marketplace is favorable.
Related Industries: Magic
Related NPCs: Wizard, Mage, Sorcerer
Cobbler
A cobbler makes and repairs shoes for the settlement. A cobbler’s shop includes a storefront, a workspace for the cobbler, a basement for additional storage of materials and inventory or additional workspace. If the owner lives in the building there would also be one or more bedrooms, a kitchen, and a living area. A cobbler can be located anywhere in your settlement, however, proximity to the marketplace is favorable.
Related Industries: Tailoring, Leatherworking, Tanning
Related NPCs: Cobbler, Cobbler Apprentice
Orchard/Beehives
An orchard is a plot of land with fruit bearing trees planted on it, typically where beekeepers keep their hives. Orchards are planted on fertile soil along the perimeter of the settlement or near the other agricultural buildings.
Related Industries: Agriculture
Related NPCs: Beekeepers
Stronghold/Keep
A stronghold is a large defensible building used to house the settlement’s citizens when the settlement is under attack. Strongholds usually have one or more bedrooms, a central hall for holding court, a dining hall, a place of worship, a bathhouse, an armory, multiple rooms for storage, a training yard, defense towers, a walled lot of land (bailey) and a front gatehouse. Strongholds can be built anywhere, but at typically placed in strategic locations to increase their defensive value.
Related Industries: Defense
Related NPCs: Noble, Guard Captain
Pottery Shop
A pottery shop is a storefront that sells pottery produced by one or more local potters. A pottery shop typically has a storefront, a workspace for one or more potters, a basement for additional storage of materials and inventory or additional workspace. If the owner lives in the building there would also be one or more bedrooms, a kitchen, and a living area. A magic shop can be located anywhere in your settlement, however, proximity to the marketplace is favorable.
Related Industries: Pottery/Ceramics
Related NPCs: Potter
Grain Silo
A grain silo is a tall building that holds and protects grain for long periods of time. The silo itself is typically only one large room that holds the grain. There is an opening at the top of the tower for grain to be poured in and a shoot at the bottom for the grain to be taken out of. Grain silos are usually built next to one another near farms or fields. While grain can be stored in the silos for long periods of time, it’s typically only a temporary storage place as the grain is processed into flour (which is stored in safer stockpiles).
Related Industries: Agriculture
Related NPCs: Farmer