Powers and Perils

Construction 101

(Greatly Adapted from GURPS Pre-Industrial Architecture by Matt Riggsby)

Introduction

This document is designed to allow players and GMs to easily construct buildings for any culture found in the Perilous Lands. It is not supposed to be the P&P equivalent of Sim-City, so many of the source details have been subsumed into the rules in order to keep things simple. For those who want to calculate their own components, source rules will be defined at the end of this document.

Procedure

The first step in any building process is to produce an initial plan. The designer (GM or player) needs to come up with a basic guideline of the dimensions of each floor in the structure along with the lengths and size of any fortification walls. Once this basic plan is finished the basic construction parameters can be determined.

Cost

The total cost of the component in copper coins, including labor and any material costs. If the materials for the structure must be obtained from off your land, the final cost will be increased by 10% (25% is supplies are tight, such as after a war or natural disaster). After finding the total for any single component, round any fractional results up to the next whole copper coin.

Time

The indicated time values are generic man-days. This simplicity eliminates the detail of having to find specific quantities of carpenters or bricklayers, but the GM should feel free to apply manpower limits due to any lack of skilled labor.

Weight

This is the weight of all materials used for the indicated component, in tons (2200#). This figure is used if the material must be transported to the site (usually the case for construction in a settled area, unless you own a LOT of land).

Standards

For simplicity sake, all structural components are a consistent 10' high story. The footprint of a structure is the number of 10'x10' components used to generate the floor plan -- max footprint is the greatest footprint of all floors in a structure (when determining roofing requirements). All walls are figured in 10' lengths.

Local Requirements (Optional)

Raw materials don't come out of thin air. If a builder wishes to construct something on his own lands, he will have to check to see this is possible. The requirements column indicates the number of acres of meadow or forest required to produce the required materials:

It is assumed that for earth (for bricks) and stone, once you have a source, (the ground or a rock face) the supply is effectively unlimited (but an equivalent hole in your land is made -- 25 cubic feet of earth for every ton of brick and 15 cubic feet of rock for every ton of stone construction).

Labor

Players considering grand building schemes should keep in mind that massive pools of labor are not often available. Skilled artisans may be in short supply or have prior engagements, but can be induced to take on new projects if paid highly enough. Unskilled labor, however, can be just as difficult or even more difficult to obtain. In civilized cultures most people make a living by farming. No matter how much money they are offered, most simply cannot leave their farms for more than a few months at a time. If too many leave home for other work, not enough food will be produced and their families will face starvation. Building projects tend to work in cycles. Three or four months out of the year will be taken up by intensive building. In the off months, particularly during planting and harvesting months, building may continue, but more slowly as the better part of the labor supply dries up. In cooler climates, most building must also stop for the winter months, since working conditions become increasingly unpleasant and mortar does not set properly in cold weather.

As a general rule of thumb, one can find available labor in a town or city at a rate of 2d6 men per 1000 inhabitants. Outside of cities or towns, assume 1d6 per road, riverside or coastal hex. These quantities apply during the planting and harvest seasons -- multiply by FIVE in the summer seasons. The GM may further alter the labor pool based on war, refugees, or other ongoing construction. As a simplicity for calculations, the GM may pro-rate the available labor over the year as DOUBLE the base rolled value.

Obviously, the more men available for the project, the quicker it will be finished, within reasonable limits. The final cost determined for the project will be modified by the location of the work site and scale of the workforce:

Area1-1011-2021-5051-100 101-500 501-1000 1001+
Wilderness x2.0x2.2x2.4x2.6x2.8x3.0x3.5
Borderland x1.5x1.6x1.7x1.8x1.9x2.0x2.2
Settledx1.0x1.1x1.15x1.2x1.25x1.4x1.6
Urbanx0.8x0.85x0.9x0.95x1.0x1.1x1.3

Site Preparation

Before any construction can begin the site must be prepared.

Ground Clearing

Before construction can begin the ground must be relatively level and clear of obstructions. All values assume unskilled labor for each 1000 square foot of area (footprint of 10).

TerrainCostTime
Sparse Vegetation, flat0.41.2
Light Vegetation, somewhat rocky 0.82.3
Medium Vegetation, rocky soil1.54.5
Forest, Jungle3.711.2

All times are highly variable, depending on what must be cleared. A sizable boulder or large tree stump can be a full-day affair in itself. The Gm should feel free to increase the times as needed to cover any such difficulties.

Excavation

If an area of ground is not leveled, excavation will be required to make it so. In addition, excavation is required for any sort of basement levels, wells or moats. All values assume unskilled labor for each 1000 cubic feet of volume (one structural unit), though it is assumed that some skilled experts are included for major excavations. Tunnels are only feasible in rock (likely requires a wood frame for support), though tunnels in hard soil are possible if lines with brick or stone structure.

TerrainCostDays
Normal Soil1.11.1
Loose Soil, Sand0.72.1
Hard Soil, Clay1.44.2
Rock2.16.2
Hard Rock4.212.4

The times and costs assume proper tools. If inadequate tools are used, the time and cost will be at least DOUBLED.

Structure Design

For any construction project, simply purchase the number of each structural component to meet the required floor plan. When purchasing roofs remember to purchase enough to meet the greatest floor plan footprint. Freestanding walls are purchased in 10' lengths, and remember to multiply the number required by the thickness (double, triple, etc) and height in stories (not including half-walls). The final values (in coins and time) are simply added up to find the basic totals for the project, prior to any modifications for quality or site. The total weight is also found if transport of materials is required.

Structural components below are described in a softer to harder order -- softer components may only be placed on top of harder layers (i.e. a thatch roof on a wood building, or wood over a brick basement).

All components are assumed to be produced of common quality materials and construction. Poor quality construction multiplies cost and time by x0.7 while fine quality multiplies cost and time by x1.5. For Excellent quality multiply cost and time by x3.0. It is possible to tweak these values by ONE-THIRD towards cost or time. The multipliers for better than common are minimums - truly ornate structure like palaces may be at x6.0 or more.

EXAMPLE - Cost or time may be shifted by up to ONE-THIRD either way. For example, for common quality cost may be shifted up to x1.3 (and time down to x0.7) -- we are talking a rushed job here. At cost x0.7 and time x1.3 it's more a matter of using low grade materials to get the job done, but taking extra care to make sure it all works out.

Site terrain will affect the basic modifiers due to the difficulties of moving materials around or simply keeping the workforce healthy. Add x0.4 to the time and cost for extreme climates (unusually hot or cold, such as high mountains or deserts) and add x0.2 for difficult terrain (such as swampy terrain, high altitude plateaus, broken lands or thick jungles).

If the workforce lacks the proper tools, add x0.5 to the time requirements.

All cost and time modifiers are added to the basic values defined for construction quality prior to multiplication.

EXAMPLE - Construction of a 2500CC manor (500 man-days) will take place in border lands, within a thick jungle and deep in the south (extreme heat and humidity). Quality is fine and deemed to be made of standard local materials but highly crafted (x1.0 for cost, x2.0 for time). Final cost will be (x1.0 + x0.4 + x0.2) or x1.6 (4000CC) and final time will be (x2.0 + x0.4 + x0.2) or x2.6 (1300 man-days). If 100 men are hired, multiply the final cost by x1.8 for the workforce needs (7200CC).

Structural Components

Thatched

A common form of construction throughout the lands is a wooden frame covered and filled with thatch made from woven reeds or long grasses. In sub-tropical or tropical barbarian areas this can be the entirety of structures, but even thatched roofs can be found as far north as Djanesborg.

This construction method is limited to single story structures and assumes no foundation (bare earth floor).

ComponentCostTime WeightReq
Thatched Structure 7.710.61.00.5M/0.16F
+Thatched Roof4.16.40.70.41M/0.07F

EXAMPLE - A Mopazi chief wishes to build a 20'x30' thatched frame house (footprint 6) with a thatched roof using materials gathered on his lands. It will cost 47CC and take 64 man-days to build the structure, followed by 25CC and 39 man-days for the roof.

Wood

The most common form of construction in many areas is the framed wood building. This construction method uses a wood frame covered with wood boards and usually filled with straw for insulation. Wood frame only structures may be used for bridges (requires a flat roof for the floor) or tunnel shoring. All paneled wood structures assume finished bare walls and wooden floors, with a foundation of brick. An actual excavated basement of stone or brick may also be added beforehand.

A Wood fence can be used for paddocks and is assumed to be 5' high for a 10' length.

For all structures over two stories, multiply the time and cost for that story by (story/2). This reflects the time and cost associated with making scaffolds, cranes and other means of getting the materials up high.

The roof can be any of the roof structures below, or may use a thatched roof. Flat roofs are not practical in areas with significant snowfall -- pitched roofs are more common. Vaulted roofs allow for more headroom and/or more sharply pitched roofs. Tiled roofs have the advantage of being more durable and fire resistant.

ComponentCostTime WeightReq
Paneled Wood Structure 13.514.82.20.06M/0.75F
+Flat Wood Roof2.93.20.20.09F
+Pitched Wood Roof4.14.50.30.13F
+Vaulted Wood Roof6.06.50.50.19F
+Flat Tiled Roof4.04.21.80.04M/0.51F
+Pitched Tiled Roof5.75.92.50.05M/0.72F
+Vaulted Tiled Roof8.38.63.70.07M/1.04F
Wood Frame6.76.50.40.37F
Wood Fence0.70.70.10.04F

EXAMPLE - A locally constructed wood guard tower is to be 20'x20' on the ground floor with three stories of 10x10, for a total of four stories. Once the first and second stories are complete, the third will cost 23CC and take 25 days. When that is done, the fourth story will cost 30CC and take 33 man-days.

Brick

While the basic materials for brick (earth and straw) are usually cheap and plentiful, brick is more expensive than wood construction because its manufacture requires a significant amount of firewood and skilled labor. A basement of brick may be added beforehand by building down into the ground after excavation. Brick Frame structures are similar to wood frame structures but use columns of brick for supports.

Brick walls may also be added as fortifications, built as walls next to existing buildings or away from buildings as a barrier. The wall structure given is for a single thickness (6") wall section. For free-standing walls (i.e. not added as fortifications to an existing structure) add 20% to the cost, time and weight for every free-standing story above the first to account for bracing material. A half-wall can be considered either a single 5' high wall (used to border property) or as a crenellation (half composed of 7' sections for cover, with half being 3' sections to see/shoot over)

For all structures over two stories, multiply the time and cost by (story/2). This reflects the time and cost associated with making scaffolds, cranes and other means of getting the materials up high. For basements, multiply the time and cost for each level below two by ((level+2)/4). Basements will need to be excavated first.

The roof can be any of the roof structures below, or may instead use any wood or thatched roof.

ComponentCostTime WeightReq
Brick Structure 15.517.513.90.29M/3.76F
+Flat Brick Roof4.04.33.40.07M/0.91F
+Pitched Brick Roof5.36.04.80.1M/1.29F
+Vaulted Brick Roof7.88.86.90.14M/1.88F
Brick Frame 2.63.02.30.05M/0.63F
Brick Wall (6)3.43.93.10.07M/0.83F
Brick Half-Wall (6)1.72.01.60.03M/0.42F

EXAMPLE - A brick pillbox is to be created as an archery strongpoint on a hill within the grounds of a keep. It will be 10x10, with a 10x10 basement and 4 crenellated half-walls around the top of the roof. Not including excavation, basement and ground floors cost 16CC and take 18 days each. The flat roof costs 5CC and takes 5 days. The crenellated half-walls cost 7CC and take 8 days.

Stone

Stone may be cut into rough even shapes that can fit together with less open space and it is usually mortared for increased strength. Fine stone takes more time to prepare as the blocks are smoother and have no projections to grab hold of (similar to what you would find in a fancy temple or a bank). A stone frame is an open structure supported by stone columns.

Stone walls may also be added as a fortification, built around existing buildings or away from buildings as a barrier. The wall structure given is for a single thickness (6") wall section.

Stone construction may be used for basement foundations, in effect making a building down into the ground. However, the area needs to be excavated first.

For all structures over two stories, multiply the time and cost by (story/2). This reflects the time and cost associated with making scaffolds, cranes and other means of getting the materials up high. For basements, multiply the time and cost for each level below two by ((level+2)/4). Basements will need to be excavated first.

For free-standing walls (i.e. not added as fortifications to an existing structure) add 20% to the cost, time and weight for every free-standing story above the first. A half-wall can be considered either a single 5' high wall (used to border property) or as a crenellation (half composed of 7' sections for cover, with half being 3' sections to see/shoot over). Fortifications are rarely made with fine stone.

The roof can be any of the roof structures below, or may instead use any wood, thatch or brick roof.

StructureCostTime WeightReq
Mortared Stone22.228.417.60.16F
+Flat Stone Roof5.46.94.30.04F
+Pitched Stone Roof7.69.76.00.06F
+Vaulted Stone Roof11.114.28.80.08F
Mortared Fine Stone40.965.917.60.16F
Mortared Stone Frame3.74.83.00.03F
Mortared Fine Stone Frame 6.911.03.00.03F
Rough Stone Wall (6")4.96.33.90.04F
Rough Stone Half-Wall(6")2.53.22.00.02F

Other Components

Once the basic building cost has been determined, other internal and external options may be added.

Stairs

Multiple story buildings will require stairs between levels. The basic stair unit is 5' wide and 10' long (with a 10' rise).

StructureCostTime WeightReq
Wood Stairs3.63.90.30.11F
Brick Stairs5.05.22.20.05M/0.63F
Stone Stairs6.78.65.30.05F
Fine Stone Stairs12.319.85.30.05F

Double-wide stairs (10') or double-length (20' long for the 10' rise) will multiply all values by x1.5 -- having both will multiply all values by x2.5.

Paving

Even flat, open spaces can come in a variety of types. Once cleared, the ground can be paved with wall materials, turning them into hard surfaces. Floorings can be treated as walls of the appropriate material, but they can be extremely thin since they do not need to bear their own weight. The indicated structures are good for foot traffic and light carts (foot traffic only for wooden decks) -- use a DOUBLE thickness for road quality (allows light carts for wooden decks).

All paving is for a single 10x10 area.

StructureCost Time WeightReq
Wooden Deck2.42.60.20.08F
Brick Paving1.61.81.40.03M/0.38F
Stone Paving2.32.91.80.02F
Fine Stone Paving4.16.61.80.02F
Crushed Gravel 0.30.41.7

Window Treatments

StructureCost LTime WeightReq
Wood Bars
Iron Bars
Glass Panes
Shutters

Doors

StructureCost LTime WeightReq
Regular Door
Heavy Door
Reinforced Door
Gate
Drawbridge
Portcullis

Fireplace/Heating

In a wooden building an actual chimney will be needed to keep the heat away from the wood frame, but for brick or stone buildings the stonemasons simply make a vent hole to the outside if the fireplace is on an outside wall. The values for a chimney are per story of height.

A fireplace uses DOUBLE the values of a chimney and can heat up to 15000 cubic feet of structure (15 10'x10' one story areas)

A hearth has no chimney, relying on an opening in the ceiling. These are only seen in single story structures (usually peasant homes). It has same cost, time and weight as a chimney of the chosen material.

StructureCost Time WeightReq
Brick Chimney 1.31.41.10.03Mp/0.3F
Stone Chimney 1.82.31.40.02F

Privy

A privy can be built as a DOUBLE sized chimney going down to one story below ground level (including 500 cubic feet of excavation).

Well

A well can be built with QUADRUPLE the time, cost and materials as for a chimney. The actual depth depends on how far down the water table is. Well excavation required is 250 cubic feet per 10' of well.

Transport

If materials need to be brought to the site from remote locations, the following means may be used.

Porters

For sites in out of the way places this may well be the only way. Trained porters can carry 75# loads at MR10. Using porters will take 60 days per ton of material per hex of travel, costing 20CC. These values are for a single porter -- adding more will reduce the time (but not below 1 day per hex of travel). DOUBLE time and cost for mountain travel. Road transport cost and time is multiplied by x0.75.

The cost modifiers for number of porters uses the same modifier table as for workforce costs.

Ox Carts

Also available is a pair of oxen pulling a wagon, driven by a single teamster. One team takes 4 days per ton of material per hex of travel, costing 10CC. Ox carts cannot be used in mountains. Road transport costs and time is multiplied by x0.75. Carts can be used to carry objects over 200# (unlike porters and mule trains).

The cost for Ox carts uses the same modifiers as for workforce costs.

Mule Train

A more common method (and more efficient) is by a team of mules lead by a single drover. A team of 1 man and 5 mules takes 3 days per ton of material per hex of travel, costing 8CC. DOUBLE time and cost of mountain travel. Road transport costs and time is multiplied by x0.75.

The cost for Mule Trains uses the same modifiers as for workforce costs.

Boat

If the site is on or near the water, transport by ship is the most efficient way to haul materials. Using galleys one can transport 10 tons up to 3 hexes a day for 2CC. If using a poled barge on a river this is limited to 1 ton per day per hex of travel at a cost of 1CC. DOUBLE time and cost for river travel if going up-river,

Maintenance

In general, yearly maintenance of a structure equals 2.5% of its final cost and time, per year. DOUBLE this for public structures or those with high traffic, and HALF it for low traffic, private structures. For freestanding walls, the rate is 0.5% of its final cost.

EXAMPLE - A noble manor cost 1000CC and 500 man-days to build. Basic maintenance will cost 25CC per year and take 13 man-days to perform.

Skills and Characters

Architect (Civilian or Military)

Presumably, at least one character with Architect skill will be involved in the design and construction of a building, although for vernacular architecture (fieldstone walls, small dwellings) only Carpenter (Builder) is required. To be an effective architect for larger buildings, a character must have Architect skill as well as a skill appropriate to the materials he works with. A structure that must withstand military force requires a design by a Military Architect.

Carpenter (Builder)

This is the basic skill necessary for working with wood to create structures. A builder can reliably produce doors, shutters, and wooden structural members. In a pinch the other variants of this skill may be used, but at HALF level and success/failure defaults are as if skill is EL20 or less.

Mason (Stonelayer, Stonecutter or Brick Mason)

Each variant of this skill covers a different application. Stonelayers are used in the actual construction of stone buildings, while Stoneutters are used in quarries to produce stone block. Brick Masons are skilled at both making and laying brick.

Thatcher

This new skill (Cost to learn 10, Per EL Increase 3, Maximum Level [W+D] or 80) is the skill of producing thatched materials (see section on Materials below) and wickerwork from grasses and reeds. This skill may also be used to produce wicker items, such as baskets, floor mats, and furniture, as well as architectural thatching.

Jobs

Jobs relevant to the building trades are listed below and form the basis for all costs. While the wages are monthly, the GM may prorate weekly, daily, or even hourly wages (when converting from a monthly to a weekly wage, divide by FOUR; when converting from a weekly to a daily, divide by FIVE). Assume a standard work month to have 300 hours, a week to have 60 hours and a day to have 10 hours.

JobMonthly Wage
Architect200CC
Bearer/Laborer 10CC
Brick Mason30CC
Carpenter35CC
Drover/Teamster 15CC
Lumberjack20CC
Quarryman15CC
Stonecutter25CC
Stonelayer40CC
Thatcher15CC

The cost to hire a Drayman does not include the daily feed costs or pro-rated bi-yearly replacement costs of his animals and equipment.

Standard Structures

The following structures have been built with these rules and are presented here for ease of building your new town. All times and costs assume a 10-man crew working in settled areas. Maintenance cost is average per year (+/- 10%).

Artisan's Household

A home for station 3 living in towns or open country for a family of five (two adults, three children).The main structure is a fine quality two-story 50x40 building with an appropriate pitched roof for the structure and a 50x40 brick cellar (stone, for the stone household). Stairs of the household material lead to both the second story and the cellar, and includes two brick chimneys and three fireplaces (one for each floor, plus kitchen).The house includes it's own brick privy.

Structure Cost Time Maint
Wood Household 1,440 160 36
Brick Household 1,600 181 40
Stone Household 2,280 291 57

Also included is a common quality 20x30 single story building with a pitched roof for up to 5 servants, with a brick fireplace and chimney.A brick well (40' deep) is used for both the household and servant needs.

Structure Cost Time Maint
Wood Servant House 210 23 6
Brick Servant House 250 28 7
Stone Servant House 335 42 9

Freeman's Home

A basic home for station 1 living in towns or open country for a family of five (two adults, three children). This structure is a two-story 30x30 building with a an appropriate roof for the structure and a 20x20 brick cellar (stone, for the stone home). Wooden stairs lead to both the second story and the cellar, and includes a brick chimney and fireplace.

StructureCostTime Maint
Wood Home360409
Brick Home4054610
Stone Home5757315

Merchant's Home

A basic home for station 2 living in towns or open country for a family of five (two adults, three children). This structure is a two-story 40x30 building with an appropriate pitched roof for the structure and a 40x30 brick cellar (stone, for the stone home). Wooden stairs lead to both the second story and the cellar, and includes a brick chimney and two fireplaces (one for each floor).

Structure Cost Time Maint
Wood Home 580 64 15
Brick Home 640 72 16
Stone Home 910 116 23

Peasant's House

A basic home for station 0 living in towns or open country for a family of five (two adults, three children). This structure is a 20x15 building with a 10x15 upper loft reached by a ladder and a thatched roof. A small 10x10 root cellar is reached from outside the house and is little more then a hole in the ground. Also included is a simple hearth for cooking.

StructureCostTime Maint
Wood House95113
Brick House100123

Forge

A basic forge used by any sort of heat based craft (blacksmith, armorer, glassblower, etc). Each forge building must be dedicated to a single craft and has facilities for one craft master and up to 3 assistants. The structure is a 20x15 single story building with a vaulted roof and a stone forge.Included in the price are a bellows for the forge (3CC), a charcoal bin that holds 600# (2CC), two work tables (2CC), a basic set of tools (30CC) and a 50# anvil (315CC). A forge under normal use requires 100# of charcoal per month.

Forges used for armorers require an additional 50CC in tools.

Structure Cost Time Maint
Wood Forge 420 8 4
Brick Forge 430 9 4
Stone Forge 460 14 6

Forge, large

As for a basic forge, but enlarged to have room for one craft master, one journeyman and up to six assistants. Some sharing of resources is possible, so it's not as expensive as two separate forges. The structure is a 20x30 single story building with a vaulted roof and a stone forge 50% greater in size. Included in the price are a large bellows for the forge (4CC), a charcoal bin that holds 600# (2CC), four work tables (4CC), a basic set of tools with extras (45CC) and a large 75# anvil (470CC). A large forge under normal use requires 150# of charcoal per month.

Large Forges used for armorers require an additional 75CC in tools.

Structure Cost Time Maint
Wood Forge 655 14 7
Brick Forge 675 17 8
Stone Forge 735 27 11

Stables

These are used to house mules or horses overnight (along trade routes) or over longer time periods (wintering, or as a part of a full-time farm). A stable includes the structure itself plus a separate (but close) building containing feed and hay, enough for at least half a year at full occupancy. For stables with enough land, a paddock of 1 acre per animal will allow the animals to roam and feed on their own to a degree (except in winter), which will reduce the overall expenses of the stable. Paddocks can be formed using 80 lengths of wood fence per acre.

A basic stable is a 50x30 single story structure with a vaulted roof, enough for 6 stalls and a work/care area. The storage building needs to be at least 1/2 of a building structure per stall, so a 20x20 foot pitched roof building is fine.

StructureCostTime Maint
Wood Stable365 4019
Brick Stable4354922
+Paddock335342

Workshop

A basic structure used by crafts that do not require a forge, including fletchers/bowyers, carpenters, leatherworkers, etc.Each workshop must be dedicated to a single craft and has facilities for one craft master and up to 3 assistants. The structure is a 20x15 single story building with an appropriate vaulted roof and a brick hearth for winter heat. Included in the price are two work tables (2CC), and a basic set of tools (30CC).

Forges used for jewelers require an additional 50CC in tools.

Structure Cost Time Maint
Wood Workshop 95 7 3
Brick Workshop 105 9 4
Stone Workshop 135 14 6

Workshop, large

As for a basic workshop, but enlarged to have room for one craft master, one journeyman and up to six assistants. Some sharing of resources is possible, so it's not as expensive as two separate workshops. The structure is a 20x30 single story building with an appropriate vaulted roof and a brick hearth for winter heat. Included in the price are four work tables (4CC) and a basic set of tools with extras (45CC).

Large workshops used for Jewelers require an additional 75CC in tools.

Structure Cost Time Maint
Wood Workshop 170 13 6
Brick Workshop 195 16 8
Stone Workshop 255 26 11

Burton Choinski

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Perilous Occupations

Design: Burton Choinski

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Construction Regent

Used to calculate prices of various structures.

Design: Burton Choinski