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  1. Notes

Buildable Structures Table

Buildable Structures Table

StructureRoomCost (SP)TimeBonus
Palace or Large Castle10250k (500k)120dArmoury, Stables
Keep or Small Castle625k (50k)90dArmoury
Temple625k (50k)90dChapel
Noble Estate412.5k (25k)75dLibrary
Outpost/Fort37.5k (15k)60dArmory
Barrows/Dungeon37.5k (15k)60dJail
Tower, Fortified37.5k (15k)60dStables
Guildhall/Lodge23.5k (7k)50dHall
Large House
22.5k (5k)30d--
Medium House
11.25k (2.5k)15d--
Small House0375 (750k)7d--

Hirelings

StructureSkilledUnskilled
Palace or Large Castle2020
Keep or Small Castle1010
Temple1010
Noble Estate
315
Outpost/Fort
2040
Barrows/Dungeon
315
Tower, Fortified
10--
Guildhall/Lodge
53
Large House
525
Medium House
1--
Small House
----

Hirelings Price

Unskilled Hirelings: 2cp per day

Skilled Hirelings: 12cp per day

Building Structures

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. You may add only a extra 1 room point to a already built structure for 2.5k (excluding the small house) The cost of construction includes materials and labor, and players don't need to be present during construction. If a character is present and contributes to labor for the entire duration of the construction time, you may reduce the structure’s total time by 20%, (the character will be quest locked but not RP locked if this option is chosen) OTHER characters may be hired to work on a structure for its entire construction time, given that they are proficient in the following tools, provided that Tools Slot is vacant for that construction project (only one slot per tool) the player hired is payed 12sp per day and the construction time is reduced by 5d.

Tools Slot

Mason's Tool
Carpenter's Tool
Glassblower's Tool
Painter's Tool
Smith's Tool
Woodcarver's Tool


The Skilled and Unskilled Hirelings columns indicate how many hirelings the structure and its expansions require to function (see the Hirelings, Soldiers, & Casters section later on for more). For the purposes of this chart, soldiers and spellcasters qualify as skilled hirelings. Hirelings must consistently be paid the wages indicated in the Hirelings, Soldiers, & Casters section, and failure to pay hireling wages causes the structure and its expansions to provide no benefit. After 7 days of failure to pay, hirelings will abandon their posts.


STRUCTURE REFURBISHMENTS


Alchemist's Lab

Glass blown tubes, alembics, pipes and jars line the wall in dusty candle-lit shelves. The air is musky with the smell of dry herbs, as to the side a cauldron bubbles rhythmically atop open flames.
Size cost: 1 room point
Construction cost: 2,500sp
Construction time: 15d

All transmutation spells cast within this room by the owner and their allies have twice their normal duration and half their normal material cost. In addition poisoner's kit, alchemist's kit and herbalist's kit are considered always present here, and within this room all checks with these tools are made with advantage by individuals who are proficient with them. 

May also be built as Herbalist's or Witch's Hut

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 or 2 room point
Construction cost: 2,500sp or 5,000sp
Construction time: 15d or 30d

This room allows creatures to be held securely and safely, weather or not they desire to be, until you choose the release them. The creatures held here may be of any type other then humanoid. This room may hold five creatures sized small, three sized medium or one sized large. If built using two room points, this capacity is doubled, and the pens may also instead house one huge creature. This room does not automatically include creatures, which must be acquired through other means. You may buy and construct this room multiple times.

May also be built as: Monster cage, griffin roost, dragon trap kennels, aviary, rookery


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 skull to a planar vortex in a jar or a peering pseudodragon atop a bookcase. The air reeks of spell components and books of specific lore cover seemingly every surface.

Size cost: 1 room point
Construction cost: 2,500sp
Construction time: 15d

Choose abjuration, conjuration, enchantment or illusion. While present within this room, spells in the chosen school cast by the owner 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. This room may be built multiple times and each time a different school must be chosen.

May also be built as: Binding Circle, Interrogation Chamber, Mirror Maze


Armory

A stockpile of common weapons and armour, an armoury provides defenses to the defenseless, as well as granting common people the ability to strike and defend their home.

Size cost: 1 room point
Construction cost: 2,500sp
Construction time: 15d

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 a guard. Hirelings equipped in this way may also be used offensively rather then simply in defense of the structure. Doing so deprives a structure of its hireling staff, however, and removing more then a quarter of your structure's hireling from its ground will case any other benefit the structure provides to cease, as the hirelings left behind struggle to cover for those absent.


Bank

A enormous room filled with shining marble, 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 point
Construction cost: 5,000sp
Construction time: 30d

This room contains four 30-foot by 40-foot vaults, 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 thieve's tools by making a 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. When you first build this room, or as a room modification at a later time, you may expend an additional 2,500sp and 15d of effort to build mithral doors (AC of 21, 50 hit points) for the vaults, or you may expend an additional 5,000sp and 30d of effort to build the vaults with adamantine doors (AC of 23, 100 hit points). In addition, if this room is staffed with at least 10 skilled hirelings trained in either Insight or Investigation, the room generates an income equal to 5% of total currency stored there, every 30d. 

May also be built as a treasure hoard



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
Construction cost: 2,500sp
Construction time: 15d

While taking a short rest within this room, the owner of this structure and their allies, characters earn advantage on all charisma checks. This bonuses last for 2h, or until a long rest. Additionally this building yields 20sp times 2d6 every 30 days.


May also be built as: Festhall, Hospital


Battle Ring

A dusty ring of honour 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: 2,500sp
Construction time: 15d

Those that spend at least one hour sparring or training here becomes conditioned for battle, which lasts until their next long rest. When a creature that is conditioned for battle, earns one inspiration die, maximum of 1. This structure yields 20sp times 2d6 every 30d.


May also be built as Training Grounds


Boutique

Fresh flowers adorn windowsills and an intricate hand carved signs swings gently in the breeze outside this shop. The wares here often of fine quality, and both locals and visiting travelers prefer prefer to do their business here

Size cost: 1 room point
Construction cost: 2,500sp
Construction time: 15d

If your structure is located in an area that can reasonably expect trade, this room generates an income of 30sp times 2d4 every 30d.


May also be built as Brightsmith, Boat House, Cafe, Coach House, Quartermaster or a Tinker's Shop


Catacombs 

Deep, dark, and dreary, this sodden collection of stone cellars and hidden pathways holds many forgotten secrets.

Size cost: 1 room point
Construction cost: 2,500sp

Construction time: 15d

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 and 1 hit point, and a strength of 8, and cannot speak or attack (unless equipped by the 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 command are given. These skeletal servants can perform simple tasks that a human servant can do, such as fetching things, cleaning, mending, folding clothes, lighting fires serving food and pouring wine. if a skeleton servant leaves the structure it was created in for more then 7d consecutively, it disintegrates into dust. Every 30d on the advent of a full moon (or other celestial event of equal significance), an hour-long ritual may be performed by any character or hireling that can cast at least one Necromancy spell. When the ritual is complete, it raises an additional five skeletal servants (if there are an adequate number of dead humanoid bodies entombed in this room) that join the others in the service of your structure. A structure may have a maximum number of functioning skeletal servants equal to 20 times the structure's total number of room points.

May also be built as Tombs or Bonepile

Caravansary

A small roadside house for travellers, filled with the smells of cooked food and pack animals. Outside, visiting merchants bark their wares, enticing locals with colourful goods from distant lands.

Size cost: 1 room point
Construction cost: 2,500sp
Construction time: 15d
Benefit

Roll four times on the Merchant table in the Traders and Merchants section. These merchants are present at this location for 7d, after which they depart and four new randomly-rolled merchants arrive, continuing this pattern every 7d. This room generates an income of 20sp times 2d10 every 30d


May also be built as Trading Company


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: 2,500sp
Construction time: 15d

This room is under the effect 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 dirty, philosophy or religion the chapel is associated with have advantage. This room may be built multiple times, and each time a different religion or philosophy for the chapel may be chosen. If parishioners visit this room and provide tithes, this room generates an income of 10sp times 4d6 every 30d.


May also be built as a Shrine, Spirit Lodge or Dark Altar


Dinning Hall

A large room complete with long tables, chairs a d adjacent kitchens, 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: 2,500sp
Construction time: 15d

Every 7d, a banquet may be held in this room. The owner of this structure rolls 1d4 (or 1d8 if the banquet includes a meal prepared by an individual with proficiency in cook's utensils), and divides out the result as points of inspiration to those present. Only one point of inspiration may be given to one individual, if the meal would have special beneficial properties (such as the goodberry spell or similar) those benefits apply to all present individuals that consume the meal.


May also be built as a Ball Room or Mess Hall


Docks (Water)

The waves lap lazily against wooden pullings and the bells of tall ships clang idly. The air is entwined with the briny smell of fresh fish and the loud conversation of burly dock workers as travellers come and go from this port of call.

Requirements: must be adjacent to water

Size cost: 2 room point
Construction cost: 10,000sp
Construction time: 30d

A number of ships equal to twice your structure's total room point may lay anchor safely at this room, which is likely a harbour or waterfront. Roll twice on the Merchant table in the Traders and Merchants section. These merchants are present for 7d after which they depart and two new randomly-rolled merchant arrive, continuing this pattern for 7d. This room generates an income of 25sp times 3d10 every 30d.


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: 2,500sp
Construction time: 15d

 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.

May also be built as a Escape Portal


Library

Stacks of books piled high to the ceiling, might filtering in from dusty windows, the library is a strain l sanctum of knowledge and research. Material on any subject matter may be found here, if one had the time to search for it.

Size cost: 1 room point
Construction cost: 2,500sp
Construction time: 15d

When taking at least an hour to perform a 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, your can typically uncover a hint as to where else in the world this information can be found.


May also be built as a Archives or a Museum


Lodgings

At the end of a long day a got 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: 2,500sp
Construction time: 15d

This room may hold and house either an additional 50 Hirelings or individuals in communal bunks, or it may hold up to 24 Hirelings or individuals in six private bedrooms, up to 4 persons private bedroom. You choose one of these options when you first build this room If you build this room in a structure that can reasonably expect passing travellers, you choose to provide private bedrooms, and no more then 4 of your Hirelings live in this room, this room generates an income of 30sp times 1d10 every 30d. This room may be built twice. 


May also be built as Barracks, Guest Rooms, Spare Cots or Servant's Quarters


Market Stalls

Five festive flags slam across this open and vivacious courtyard while the sounds of animated haggling and the subtle clink of currency changing hands punctuate the air. Business is good enough here to warrant a permanent residence from merchants seeing small fortunes

Size cost: 1 room point
Construction cost: 2,500sp
Construction time: 15d

If your structure is located in a area that can reasonably expect trade, this room generates an income of 15sp times 2d6 every 30d.


May also be built as Shops


The Mill

The grinding and churning of the mill beats a constant tempo of progress and production. A mill is the heart of civilisation, carrying lifeblood to all its other aspects.

One raw resource (wood, metal, grain, fish, wool, gems, or similar) harvested and under the control of the owner of this structure or their allies, within 7d travel of the structure.

Size cost: 1 room point
Construction cost: 2,500sp
Construction time: 30d

If this room if fully staffed by at least 10 unskilled Hirelings and at least 3 skilled Hirelings proficient in a relevant set of artisan's Tool, it can produce refined materials from available raw resources. If these raw resources are supplied, the mill can generate sellable materials worth 3d4 times 30sp every 30d. These materials can be sold to interested buyers, consumed in place of Hirelings wages of they are food, or used in place of gold cost for crafting if applicable.


May also be built as Cannery, Loom, Lumber Mill, Mint, Smelter or Windmill


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 much more true-to-life

Size cost: 1 room point
Construction cost: 2,500sp
Construction time: 30d

After partaking in an event inside the theater, those involved will receive advantage on all charisma checks for 2h. In addition, this room generates 15sp times 2d6.


May also be built as a Lecture Hall, Balcony with adjacent courtyard

Stables

The sound 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
Construction cost: 2,500sp
Construction time: 30d

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 for each unit of your structure's maximum room points. Mounts that receive a long rest within this room have their movement speed increased by 10 feet until their next long rest.

This stable does not come equipped with mounts, a mounts must be acquired by other means

Brewery

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 the words whispered between furtive folk.

Size cost: 1 room point
Construction cost: 2,500sp
Construction time: 30d

Taverns are a gathering place for those with quests and rumours to spread, and a typical trip to this taverWill dispense 1d4-1 of each, every 7d. If at least one appropriate skilled hireling is staffed here, they count as an alcohol and refreshment merchant,and the quality of their stock changes every 7d. The tavern generates 2d10 kegs of alcohol worth 5sp each every 30d, or worth 10sp each if the tavern is staffed for at least 7d by a character or hireling proficient in brewer's supply. In addition to the kegs it creates, this room generates an income of 10gp times 1d10 every 30d if it is staffed by at least two hirelings.

May also be built as a Vineyard, Distillery or a Tavern

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