TEXT: Gran March Land Ownership Version 7.0 
  The purple mountains majesty and the fruited plains 
   
  A Gran March Meta-Campaign Document written by Will Dover, Dennis Waltman and the Gran 
  March Triad 
   
  General Rules 
   
  Citizens may own or lease property based on the following rules: 
   
  • 
  Nobility are the only personal landowners. The Churches and various Orders own land as 
  well, but each one owns it as an authorized organization chartered by the Commandant 
  with the consent of the Electors. If a citizen who is a member of a Church wants to 
  construct a religious building in Gran March, that citizen must do so through the Church 
  as noted in the Building section below. 
   
  • 
  The unit of land rented, leased by a land grant, or owned is called a parcel. In rural areas, 
  a parcel is one acre. In urban areas, a parcel is ¼ acre. PCs will not be able to get 
  parcels in the Rushmoors or the Dim Forest because of treaty and military issues.  
   
  • 
  PCs who are landed nobility (Knights are not necessarily landed) get a tract of land for 
  their personal demesne and will have to spend TUs to manage it and gp to maintain it (a 
  rough estimate would be 2 TUs and 100 gp per parcel per year). 
   
  • 
  Citizens are allowed to apply to a noble for a perpetuity land grant for one of two 
  purposes: either as a private residence as a business generating income for themselves 
  and for the noble (also known as the leaser). Citizens can also apply to a Church to 
  establish a religious structure on land. This grant is subject to the following conditions: 
   
  o 
  Residential and business grants are leases that lasts 99 years, can be renewed, 
  and can be passed on to one's descendent upon death so long as the 
  descendent is a citizen (thus encouraging families to send their sons for military 
  service). Religious grants are also leases as above, but the Church is the lessee, 
  not the citizen. 
   
  o 
  The renewal is automatic unless the current holder of the grant commits a major 
  crime, the heir for the grant is not a citizen, the holder fails to make tribute, or the 
  holder fails to produce income (the last two are discretionary on the part of the 
  leaser). The current holder can also petition to be removed from the lease due to 
  reactivation to military service, damage to the property from acts of nature or 
  assault, or terminal illness. 
   
  o 
  Most land grants require a yearly tribute to maintain the grant. If the land is used 
  for a residence, the tribute will be 150 gp / parcel to offset the loss of income 
  from the residence. If the land is used for a business, the tribute consists of a 
  base fee of 100 gp / parcel and 50% of what the land produces. Land used in a 
  religious grant does not require a tribute.  
   
  o 
  In order to generate income just from the exploitation of the land’s resources 
  (farming, ranching, hunting, etc.), the lessee must spend two TUs per parcel for 
  every five gp of income gained per parcel. So if the lessee wants to pay off the 
  noble just off of the land, it will require a minimum of 42 TUs for a single parcel 
  (40 TUs to get up the 100 gp in fees and two TUs for five gp of income to be split 
  with the leaser). This income is considered to the minimum that can be 
  generated from the property. PCs that are more skilled in the specific profession 
  
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  used on the property can instead use the Profession rules from the LGCS per TU 
  to generate income. 
   
  o 
  The lessee can do anything with the property so long as such activities are not 
  illegal, do not interfere with the generation of income from the property, and do 
  not reflect poorly on the leaser. An example of something that the leaser may not 
  permit is the worship of unacceptable or illegal faiths on the property.  
   
  o 
  A land grant for a residence or a business requires an expenditure of IP (military 
  or nobility) at the rate of two IP per parcel up to two parcels. If the applicant 
  requests more than two parcels, the IP costs goes up to four IPs per parcel 
  above two. Permanent IP used in this manner are permanently lost and cannot 
  be recovered. Unfavorable applications may be approved with additional IPs (a 
  maximum of two IPs per parcel). 
   
  o 
  Citizens who want to establish temples or shrines must expend IP (religious or 
  nobility) at the rate of two IP per parcel up to a maximum of two parcels and 
  donate all cost associated with the structure. 
   
  o 
  As noted above, the potential lessee must apply to the noble who currently holds 
  the land (via his proxies known as the Triad). The application must include a 
  formal resume including military service, the stated use of the land (residential, 
  business, or religious), a business plan as needed, and a signed agreement not 
  to do anything illegal, unprofitable, or inappropriate with the property.  
   
  o 
  Veterans have preference over non-veterans for grants.  
   
  o 
  Active-duty soldiers in the field are not given land grants until their release from 
  service. Active-duty soldiers in garrison can petition for a land grant, but with the 
  realization that the land grant may be revoked if the soldier-leaser fails to 
  complete their mandatory service. 
   
  • 
  There are currently 69 urban parcels and 16 rural parcels available for lease or 
  ownership in CY 597. The current areas where parcels are available are as follows: 
   
  o 
  Shiboleth/Ghostgate (40 urban parcels under reconstruction after the CY 595 
  earthquake, 5 urban parcels whose leases were revoked due to investigations by 
  the Special Constables). 
   
  o 
  Orlane (10 rural parcels due to the departure of the Gyri refugees, 10 urban 
  parcels under reconstruction after Battle of Orlane).  
   
  o 
  Anders Falls (6 rural parcels and 6 urban parcels under reconstruction after 
  outsider damage in CY 594). 
   
  o 
  Hookhill (8 urban parcels whose leases were revoked due to investigations by 
  the Special Constables). 
   
  o 
  Lortenford (5 urban parcels whose leases were revoked due to investigations by 
  the Special Constables). 
   
  Residents may apply to local nobility to rent property for either a temporary residence or a 
  business. Such a lease is short-term, renewable at the noble’s discretion, and costs 150 gp per 
  year per parcel of property. In fact, a major source of income for Barons is the rent of property to 
  residents. Residents can generate income to offset this rent in the same manner as citizens. 
   
  
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  Buildings 
   
  Citizens can erect structures on property. They must either own the property or lease the 
  property. If the property is leased as a business, the structure must be in accordance with the 
  business plan submitted to the leaser. There is one exception to this rule: PCs who want to build 
  religious structures for a Church must pay the same amount as a donation to the Church, who 
  then petitions for an ownership grant from the Commandant and the Electors. Residents cannot 
  erect structures on rental property; they can only use the existing structures on the property to 
  generate income or to live as noted in the Property Ownership section above. 
   
  Citizens who wish to build a private residence can build one of three structures: a Cottage, a 
  Simple House, or a Grand House.  
   
  Cottage 
  Cost: 300 gp and 1 TU 
  Annual Upkeep: 1 TU and 150 gp in tribute 
  Prerequisites: N/A 
  Description: This small one-room residence contains a small bedroom. The furnishings 
  are rough, including a straw bed on a low frame, a single chest of drawers, and a mirror 
  hanging on one wall. The bedclothes are made of rough cotton and the blanket is a 
  patchwork quilt made of a material slight softer than burlap. The room also has a rough 
  bench sitting in front of a small table. 
  Benefits: None 
  Special: This residence cannot be upgraded. It must be sold in order to move to a Simple 
  House or a Grand House. A cottage can also be attached as a part of a business or 
  religious structure (see below); if so, then it is considered as part of the property and thus 
  the citizen does not pay tribute on the Cottage. 
   
  Simple House 
  Cost: 1,000 gp and 1 TU 
  Annual Upkeep: 1 TU plus 1 TU for each +1 circumstance bonus of the maximum 
  provided by the residential components and 150 gp in tribute 
  Prerequisites: N/A 
  Description: The small home measures a total of 1,600 square feet. Containing only the 
  most basic of amenities, the residence is a simple one-to-three room house with a 
  thatched roof. 
  Benefits: Receive free Adventure Lifestyle (Standard) for any adventure that takes play in 
  your town and half Adventure Lifestyle (Standard) for any adventure that starts out in 
  Gran March. 
   
  Grand House 
  Cost: 5,000 gp and 1 TU 
  Annual Upkeep: 2 TU plus 1 TU for each +1 circumstance bonus of the maximum 
  provided by the residential components and 300 gp in tribute 
  Prerequisites: Small Town (see Special below), Simple House 
  Description: This large residence measures a total of 2,800 square feet. Obviously the 
  residence of someone well-to-do, but not overly wealthy, the Grand House is a four-to-ten 
  room residence made of sturdy wood. 
  Benefits: Receive free Adventure Lifestyle (Rich) for any adventure that takes play in your 
  town, half Adventure Lifestyle (Rich) for any adventure that starts out in Gran March, and 
  a +1 circumstance bonus to all Charisma-based skill checks when dealing with Gran 
  March nobility or affluent society. 
  Special: For CY 596, Grand Houses can only be built on urban parcels in Shiboleth and 
  Hookhill. Also, Grand Houses take up two parcels. 
   
  RESIDENTIAL COMPONENTS 
  
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  Befitting their status as the homes of heroes, Residences have many more options available for 
  customization than other structures. The home of a wizard might include a library of arcane lore 
  while the home of a paladin or priest could include a chapel to their patron god. The home of an 
  artisan could include a personal workshop, while the home of a master bard could include a 
  personal auditorium for private performances. These components allow the home to be 
  customized and reflect the personality of the hero who dwells within. Residential components are 
  part of the cost of your residence at the time it is constructed. Their costs are ‘built-in’ to the base 
  cost of your residence and do not cost anything extra unless otherwise detailed in the description 
  of the component. Some components provide special benefits to the owner/leaser of the 
  residence. The total value of all components in a Residential structure, however, cannot exceed 
  that structure’s base price. 
   
  In order to take full advantage of the benefits of a component, additional staff is sometimes 
  required. This staff increases the annual upkeep of the residence, but characters with the 
  Leadership feat can use their followers in this role without paying the additional cost. 
   
  All residences have a few requirements with regards to what components may be included: 
   
  • 
  All residences must include a Bedroom component. 
  • 
  Components may only be included once, with the exception of Common Area, Basic and 
  Servants Quarters. 
   
  Alchemical Laboratory, Basic 
  Prerequisites: Simple House or Grand House 
  Cost: 700 gp 
  Description: All sorts of vials, flasks, beakers, burners, crucible scales, measuring devices, 
  and other alchemical equipment fill this space. The room also includes a pair of basins and a 
  ready supply of water in a barrel or two lining the wall. Along one wall stands a fireplace that 
  not only heats the room but also provides the fire necessary for so many kinds of alchemical 
  recipes. The floor is rough wood or stone, often stained with chemicals. Shelves stocked with 
  chemicals and alchemical reagents line the walls. 
   
  Alchemical Laboratory, Fancy 
  Prerequisites: Grand House 
  Cost: 3,000 gp 
  Staff: One alchemist (Exp1; Craft (Alchemy) +7), +360 gp annually. 
  Description: With this laboratory, the alchemist has every tool he might ever need at his ready 
  disposal. This includes all the things described above, plus an even broader selection of 
  common ingredients and a larger number of tools. The walls of this place are covered with 
  blackboards upon which all sorts of arcane or obscure notes can be scrawled. The floor is 
  made of rough tile, all the easier to clean chemical spills off while not being too slick to cause 
  slips in such situations. The room includes four basins, each of which has a barrel of water 
  suspended over it, complete with a tap to permit easy access at all times. An emergency 
  barrel mounted on a hinged platform can be tilted to pour water over a person in case of 
  emergency.  
  Benefit: A single alchemist using this laboratory and having its resources all to himself 
  receives a +4 circumstance bonus on Craft (Alchemy) skill checks (including the assistance 
  of the journeyman alchemist noted below). 
   
  Auditorium, Fancy 
  Prerequisites: Grand House 
  Cost: 2,000 gp 
  Staff: One artistic staff (Exp1; Perform [any one] +7, Listen +5), +144 gp annually 
  
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  Description: While any great hall can be used for performances, an auditorium is a space 
  designed with acoustics and artistic appreciation in mind. Up to 30 people can fit in here for a 
  performance. 
  Benefit: Perform skill checks in this space receive a +2 circumstance bonus. 
   
  Bath, Basic 
  Prerequisites: Simple House or Grand House 
  Cost: 400 gp 
  Description: This standard, sparsely furnished room contains simple wooden or metal tub and 
  a chamber pot or along with some rough wooden benches for seating. 
   
  Bath, Fancy 
  Prerequisites: Grand House 
  Cost: 2,000 gp 
  Description: A step up from the basic bathroom, this bathroom comes complete with a large 
  tub, a chamber pot under a chair, and a means of disposing of the contents of chamber pot 
  easily. This can take the form of a chute to an underground disposal area, an open window 
  over a gutter, or whatever you like. A fireplace allows you to heat water for baths. A cabinet 
  holds plenty of towels, and a dressing screen separates part of the room for privacy. Padded, 
  upholstered benches allow comfortable seating. One corner holds a mirror and array of 
  brushes and other grooming devices. 
   
  Bedroom, Simple 
  Prerequisites: Simple House 
  Cost: 300 gp 
  Description: This area contains a small bedroom. The furnishings are rough, including a straw 
  bed on a low frame, a single chest of drawers, and a mirror hanging on one wall. The 
  bedclothes are made of rough cotton, wool, or even burlap, and the blanket is often a 
  patchwork quilt made of whatever was available. The room also has a rough bench sitting in 
  front of a small table. This component includes a privy, though it need not be attached or 
  adjacent to the bedroom component. 
   
  Bedroom Suite, Basic 
  Prerequisites: Grand House 
  Cost: 800 gp 
  Description: This master bedroom includes a walk-in privy. The furnishings are rough, but 
  they straw bed on a low frame, two chests of drawer mirror hanging on one wall. The 
  bedclothes are of rough cotton, wool, or even burlap, and the blanket is often a patchwork 
  quilt made of whatever was able. A couple of rough benches form a sitting next to a small 
  table. 
   
  Bedrooms, Basic 
  Prerequisites: Grand House 
  Cost: 700 gp 
  Description: This area contains two smaller bedrooms, possibly with a connecting door. The 
  furnishings in each room are rough, including a straw bed on a low frame, a single chest of 
  drawers, and a mirror hanging on one wall. The bedclothes are made of rough cotton, wool, 
  or even burlap, and the blanket is often a patchwork quilt made of whatever was available. 
  Each room also has a rough bench sitting in front of a small table. This component includes a 
  privy, though it need not be attached or adjacent to the bedroom component itself. 
   
  Chapel, Basic 
  Prerequisites: Grand House 
  Cost: 2,000 gp 
  Required Staff: One acolyte (Clr1 or Drd1; Knowledge (religion) +7, Concentration +5); +360 
  gp annually 
  
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  Description: This space is dedicated to the worship of the higher power of your choice. It 
  includes a simple altar, some rough pews for the worshipers, and an icon to the power in 
  question. There’s also a closet for keeping religious supplies and garb. While you don’t 
  necessarily need a cleric around so that you can visit the place pray in it, official services can 
  only be run by a person ordained by the higher power your character has chosen. Up to 40 
  people can fit in here for a service. 
  Benefit: After conducting a religious service in this Chapel, a divine spellcaster of the higher 
  power to whom the chapel is dedicated receives a +4 circumstance bonus on Concentration 
  checks (including assistance from the apprentice spellcaster). This lasts for the duration of 
  the current adventure. 
  Special: The owner/leaser must be a member or clergy of a Major Church or an Accepted 
  Faith. 
   
  Common Area, Basic 
  Prerequisites: Simple House or Grand House 
  Cost: 500 gp each 
  Description: This plain room features bare floors with a few niches and walls with uninspiring 
  artwork or tapestries. It might serve as a waiting room, a general meeting area, or an all-
  purpose room. 
   
  Common Area, Fancy 
  Prerequisites: Grand House 
  Cost: 3,000 gp 
  Description: This room features polished stone or wood floors with comfortable benches. The 
  walls bear impressive murals and sound-dampening curtains. It might serve as a groom, a 
  general meeting area, or an all-purpose room. 
   
  Library, Basic 
  Prerequisites: Simple House or Grand House 
  Cost: 500 gp 
  Description: Plain wooden shelves of books fill this room. One or two small tables allow 
  people to read the books, and a single lectern allows you to read a book while standing. 
   
  Library, Fancy 
  Prerequisites: Grand House 
  Cost: 3,000 gp 
  Required Staff: One librarian (Exp1; Profession (librarian) +7, Profession (any one) +5); +144 
  gp annually 
  Description: Fine polished shelves extend from this chamber’s tile or wooden floor to the 
  ceiling above. Several ladders allow access to upper shelves. Several small tables scattered 
  throughout the place allow researchers space to work. This library can hold up to three 
  different lots of books on specific subjects. For example, it could contain books on religion, 
  general knowledge, and the planes. 
  Benefit: Using this library and having its resources all to himself, a single individual receives a 
  +4 circumstance bonus on Knowledge checks (including assistance from the librarian) 
  covered by material in the library. 
   
  Magical Laboratory, Basic 
  Prerequisites: Simple House or Grand House 
  Cost: 500 gp 
  Description: This simple wood-or-stone –floored laboratory contains a small mystical library, a 
  writing desk, and a lab table for various magical experiments. The crude furnishings are 
  made of rough wood. A basin sits in one corner, next to an open barrel of water. A fireplace 
  squats against another wall, ready to provide heat as well as any fire that may be necessary. 
  Special: The owner/leaser must be a member or clergy of a Major Church or an Accepted 
  Faith or a Registrant of Syrloch. 
  
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  Magical Laboratory, Fancy 
  Prerequisites: Grand House 
  Cost: 3,000 gp 
  Required Staff: One apprentice spellcaster (Clr1, Drd1, Sor1, or Wiz1; Spellcraft +5); +360 gp 
  annually 
  Description: Similar but superior to the basic magic laboratory, this room has every tool the 
  aspiring meddler in magic might need at his ready disposal. The walls of this place are 
  covered with blackboards upon which all sorts of arcane or obscure notes can be scrawled. 
  The rough tile floor allows easy cleaning while also preventing slips and falls. Four basins are 
  in the place, each of which has a barrel of water suspended over it, complete with a tap to 
  permit easy access. An emergency barrel mounted on a hinged platform can be tilted to pour 
  water over a person in case of an emergency.  
  Benefit: A single spellcaster using this laboratory and having exclusive use of all its resources 
  receives a +4 circumstance bonus on Spellcraft checks (including assistance from the 
  apprentice spellcaster). 
  Special: The owner/leaser must be either clergy of a Major Church or a Graduate of Syrloch. 
   
  Servants’ Quarters 
  Prerequisites: Grand House 
  Cost: 400 gp each 
  Description: These are basic, no-nonsense living quarters. Six slots exist in each such 
  component, separated by thin walls that give the occupants some small semblance of privacy. 
  Each slot has enough room for a bed, a chest of drawers with a small mirror atop it, a small 
  table, and chair. The furnishing and flooring are all rough but serviceable. Personal 
  decorations hang from the walls. This component includes a privy, though it need not be 
  attached or adjacent to the servants’ quarters. 
   
  Shrine, Small 
  Prerequisites: Simple House or Grand House 
  Cost: 300 gp for a Major Church, 500 gp for an Accepted Faith. 
  Required Staff: N/A 
  Description: Small shrines are built with a roof structure with no walls usually adjacent and 
  often connected to the House. They have seating areas for a dozen worshippers, along with 
  an altar space.  Trees, hedges, or other plants are usually used when privacy is desired. 
  Special: Must be dedicated to a Major Church or an Accepted Faith.  
   
  Smithy, Fancy 
  Prerequisites: Grand House 
  Cost: 2,000 gp 
  Required Staff: One smith (Exp1; Craft (armorsmithing, blacksmithing, or weaponsmithing) 
  +7), +144 gp annually 
  Description: Similar to the basic smithy, this area features a polished stone floor and marble -
  encased forge of the highest quality. Working in this smithy gives a character a +2 
  circumstance bonus on Craft (armorsmithing, blacksmithing, and weaponsmithing) checks.  
   
  Stables, Basic 
  Prerequisites: Grand House 
  Cost: 1,000 gp 
  Required Staff: One groom (Com1; Profession (stablehand) +5, Handle Animal +5); +48 gp 
  annually 
  Description: This rough, wooden structure features stalls for up to six Large mounts, a 
  wooden water trough, and hay covering the unfinished floor. Tack and saddles hang over the 
  dividing walls between stalls. Because of the smell, you’ll want to place the stable far from the 
  main part of the stronghold. 
  Special: Stables cannot be built on urban parcels. 
  
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  Stables, Fancy 
  Prerequisites: Grand House 
  Cost: 3,000 gp 
  Required Staff: Two grooms (Com1; Profession (stablehand)+5, Handle Animal +5);+96 gp 
  annually 
  Description: This stable has hay on the floor, but the ground is either wood or stone. The 
  stables are lined with fresh hay, and each horse has access to its own water supply. The 
  troughs are all made of stone, and there’s even a small fireplace in here to keep things warm 
  in the winter. This place can hold up to six Large steeds at a time, each in their own stall. If 
  you need a greater capacity, you can purchase this component multiple times. 
  Special: Stables cannot be built on urban parcels. 
   
  Storage, Basic 
  Prerequisites: Simple House 
  Cost: 200 gp 
  Description: This empty room has rough walls and an unfinished (possibly dirt) floor. Due to 
  the need for aisles and sensible stacking, a typical storage component offers about 2,000 
  cubic feet of usable storage space. 
   
  Storage, Fancy 
  Prerequisites: Grand House 
  Cost: 1,000 gp 
  Description: This room includes shelves of every variety and a finished floor. The superior 
  organization allows more efficient use of space than a basic storage component, so it has 
  about 3,000 cubic feet of usable storage space. If you need a greater capacity, you can 
  purchase this component multiple times. 
  You can turn this into a vault with the addition of safe guards such as watchmen, strong walls, 
  traps, locks, and magic. 
   
  Study/Office, Basic 
  Prerequisites: Simple House or Grand House 
  Cost: 200 gp 
  Description: This space, also called a solar, comes with a desk, some shelves for books, a 
  chair, and closet for storage of things that should be close at hand, like paper, ink, and so on. 
  The floor and furnishings are rough, but sturdy. 
   
  Study/Office, Fancy 
  Prerequisites: Grand House 
  Cost: 2,500 gp 
  Description: Much like the basic office/study, this room comes with furnishings of a higher 
  quality. The floor is usually polished wood or smooth stone. The polished wood or stone -
  floored room includes a few upholstered chairs for visitors. 
   
  Training Area 
  Prerequisites: Grand House 
  Cost: 1,500 gp 
  Description: This open area allows guards and soldiers to train in the art of war. It has a rack 
  of wooden weapons and padded armor, archery targets, and practice dummies. Alternatively, 
  it can be configured to allow rogues to practice their skills of theft and breaking and entering. 
  Blades hang from the ceiling or on ropes and pulleys, allowing rogues to practice balancing in 
  unusual positions. Dozens of locks of various quality levels are forged into the wall. Walls of 
  various difficulties allow climbing practice as well. 
   
  Trophy Hall, Basic 
  Prerequisites: Grand House 
  
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  Cost: 1,000 gp 
  Description: This glorified storage space allows you to display trophies won in your 
  expeditions and adventures. Most trophies hang from the walls, while others line tables 
  scattered throughout the room. 
   
  Workplace, Basic 
  Prerequisites: Simple House or Grand House  
  Cost: 500 gp 
  Description: This area contains tools and equipment dedicated to a single purpose, usually 
  the application of a specific Craft or Profession skill. For example, you might build a 
  carpenter’s workshop, a painter’s studio, or a brewer’s distillery. 
   
  Workplace, Fancy 
  Prerequisites: Grand House 
  Cost: 2,000 gp 
  Description: This area resembles the basic workplace, but it has masterwork tools and 
  equipment. When using the area for the appropriate purpose, it grants a +2 circumstance 
  bonus on the appropriate skill check. 
   
  Citizens who want to run a business with their owned or leased parcels can either set up a Basic 
  Business building or set up a Classroom or School to teach students for pay: 
   
  Business, Basic 
  Cost: 1,000 gp and 1 TU per parcel. 
  Annual Upkeep: 1 TU and 100 gp in tribute per parcel along with 50% of what the parcels 
  produce. 
  Prerequisites: 2 skill ranks in selected Craft or Profession skill per unit constructed. 
  Required Staff: One shopkeeper; +144 gp annually 
  Description: This small establishment provides a basic service to the community by selling 
  services, wares, or other items deemed of use. You may increase the size of your business 
  by building additional units of this structure. This requires more skill ranks in the appropriate 
  Craft or Profession skill. Additionally, some businesses require a minimum structure size. 
   
  Table 1: Business and Skill provides a suggested list of businesses and corresponding skills. 
  This list is by no means exhaustive, but is meant to aid in choosing the appropriate skill for a 
  business. 
   
  Table 1: Business and Skill Requirements 
  Business 
  Craft / Profession Skill Ranks Required 
  Guild Affiliation 
  Accountant 
  Profession (bookkeeper) 1 
  Merchant’s Guild 
  Armorer 
  Craft (armorsmithing) 1 
  Fellowship of 
  Ironmongers 
  Bakery 
  Profession (cook) 1 
  Baker’s Guild 
  Blacksmithy 
  Craft (blacksmith) 1 
  Fellowship of 
  Ironmongers 
  Brewer 
  Profession (brewer) 1 
  Fellowship of 
  Brewmasters 
  Clothier 
  Craft (weaving) 1 
  Weaver’s Guild 
  Dock/Warehouse 
  (only in Shiboleth 
  area) 
  Profession (sailor) 4 
  Merchant’s Guild 
  Healer 
  Profession (apothecary) 1 
  Merchant’s Guild 
  Inn 
  Profession (innkeeper) 4 
  Merchant’s Guild 
  Jeweler 
  Craft (gemcutting) 1 
  Jeweler’s Guild 
  Library/Bookstore 
  Profession (scribe) 1 
  Scrivner’s Guild 
  
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  Potion 
  Craft (alchemy) 1 
  Fellowship of Alchemists, 
  Herbalists and 
  Astrologers 
  Restaurant 
  Profession (cook) 1 
  Baker’s Guild 
  Stables 
  Profession (stablehand) 4 
  Herdmaster’s Guild 
  Tavern 
  Profession (innkeeper) 2 
  Merchant’s Guild 
  Trading House 
  Appraise 2 
  Merchant’s Guild 
  Warehouse 
  Profession (bookkeeper) 1 
  Merchant’s Guild 
  Warehouse, 
  Large 
  Profession (bookkeeper) 4 
  Merchant’s Guild 
   
  Special: There are other factors affecting the establishment of a business structure: 
  1. If the business activity is controlled by a Guild, the owner/leaser must either be a 
  member of that guild or pay an additional 500 gp annually to hire a Guildsman and to 
  pay for additional inspections. If the owning citizen is a “Proven” Guildsman, this is 
  sufficient for meeting that requirement. 
  2. The citizen must have one parcel for every two ranks required for the structure (round 
  up). 
  3. A character may construct businesses in towns other than the one in which he has 
  built a residence. Businesses built outside of the character’s town of residence cost 
  twice the base price (2,000 gp). 
  4. The Basic Business is also what residents get when they rent a parcel. As residents 
  are only allowed one parcel for a business, residents cannot own inns. 
  5. A business can have a Cottage for an extra 300 gp and a Small Shrine as per a 
  residence (see above). 
   
  Classroom 
  Cost: 500 gp and 1 TU. 
  Annual Upkeep: 1 TU and 100 gp in tribute along with 50% of what the parcels produce. 
  Prerequisites: Hamlet 
  Required Staff: 3 residents with 2+ ranks in the selected skill, +432 gp annually 
  Annual Training Cost: 100 gp and 1 TU 
  Description: Situated in an uninspiring yard, this building is has a single classroom for the 
  instruction for basic principals of a skill. There are benches and tables. A small workshop 
  contains absolute basic tools required for the teaching of this topic. There is a basic library 
  containing standard books about the subject. The structure accommodates up to 20 people.  
  Benefits: +1 circumstance bonus to skill checks with the skill taught by the classroom. 
  Special: Only one skill may be selected for the classroom. Table 2: Utility Structures and Skill 
  provides a list of classrooms and appropriate skills. This list is by no means exhaustive, but is 
  meant to provide examples from which you can create your own Utility structures. The citizen 
  must have one parcel for every two ranks required for the structure (round up). A Classroom 
  or School can have a Cottage for an extra 300 gp and a Small Shrine as per a residence (see 
  above) 
   
  Table 2: Utility Structures and Skills 
  Classroom 
   Suggested Skills 
  Gymnastic 
  Tumble 
  Hospital 
  Heal 
  Performing Arts 
  Profession (acting) or Profession (singing) 
  Religious Seminary 
  Knowledge (religion) 
  Locksmithing and Home Security 
  Craft (trapmaking), Disable Device, or Open Locks  
  School or College 
  Craft (one), Knowledge (one), or Profession (one) 
  Vocational School 
  Craft (one) 
  Demolitions 
  Use Magic Device or Disable Device 
  Athletics 
  Climb, Jump, or Swim 
  
  Gran March Land Ownership 7.0 
   
  11 
   
  Animal Training 
  Handle Animal 
  Archeology 
  Decipher Script, Knowledge (architecture and 
  engineering), or Knowledge (history) 
   
  School 
  Cost: 3,000 gp and 2 TUs. 
  Annual Upkeep: 2 TUs and 200 gp in tribute along with 50% of what the parcels produce. 
  Prerequisites: Village 
  Required Staff:  5 residents with 4+ ranks in a selected skill, +1,800 gp annually 
  Annual Training Cost: 200 gp and 2 TUs 
  Description: Situated in an uninspiring yard, this building has two classrooms for the 
  instruction of the basic principals of a skill. There are benches, tables, inkwells, paper and a 
  slate board. A well-stocked workshop contains tools required for the teaching of this topic. 
  There is a basic library containing standard books about the subject. There is also a bath 
  house and two areas for storage, and a stable is outside. The structure accommodates up to 
  40 people. 
  Benefits: +2 competence bonus to skill checks with the skill taught by the school. 
  Special: See Classroom. A town may not have multiple schools teaching the same skill. 
   
  Finally, citizens can contribute to the construction of religious facilities. Once a citizen has built a 
  temple for the faith, that citizen can either serve as the required staff if qualified for 20 TUs 
  annually above the Upkeep costs or donate funds to pay for the required staff. 
   
  Minor Temple 
  Cost: 3,000 gp and 2 TUs. 
  Annual Upkeep: 2 TUs. 
  Required Staff: 5th level cleric or druid (8 ranks Knowledge (religion) or Knowledge (nature)), 
  +9,000 gp annually if not provided by the contributing citizen. 
  Description: This building is dedicated to the worship of the chosen power. This large chapel 
  features a polished stone altar, handsomely finished pews and stained glass windows. Fine 
  candelabras rest in separate prayer alcoves, and an elegant room with a wardrobe and large 
  desk allows the presiding cleric to prepare for services in comfort. A supply closet holds extra 
  prayer texts, altar cloths, candles, and other religious paraphernalia. There’s also a small 
  dressing room for the cleric to prepare for services in, and in here there’s a wardrobe for 
  keeping religious garb and supplies. The structure accommodates up to 240 people can fit in 
  here for service. 
  Special: The minor temple must be dedicated to a Major Church. Minor temples can also 
  have the following structures at an additional cost in both construction and upkeep: 
   
  Table 3: Additional Temple Facilities 
   
  Additional Facilities 
  Additional Costs 
  Hospital 
  1000 GP in construction & 2 TU for both construction and upkeep 
  Brewery 
  1000 GP in construction 
  Bakery 
  1000 GP in construction 
  Orphanage 
  1000 GP in construction & 2 TU for both construction and upkeep 
  Monastery 
  1000 GP in construction 
  Senior Home 
  500 GP in construction & 1 TU for both construction and upkeep 
  Museum 
  500 GP in construction 
  Barracks 
  500 GP in construction 
  Inn 
  1500 GP in construction 
   
  Chapel 
  Cost: 1000 gp and 1 TU for a Major Church. 
  Annual Upkeep: 1 TU. 
  
  Gran March Land Ownership 7.0 
   
  12 
   
  Required Staff: 1st level cleric/druid, +360 gp annually if not provided by the contributing 
  citizen. 
  Description: This building is dedicated to the worship of the chosen power. It includes a 
  simple altar, some rough pews for the worshipers, and an icon of the power in question. 
  There’s also a closet for keeping religious supplies and garb. Chapels only require clergy 
  presence during the holy days.  Other days during the year visiting clergy may hold services 
  within the walls.  Since people are often not always in attendance at the chapel at all times, 
  the buildings are constructed to require less maintenance and be less prone to weathering. 
  The structure accommodates up to 40 people for a service. 
  Special: Chapels must be dedicated to a Major Church. . Additional facilities can be added as 
  with Minor Temples, but any such additions require an additional parcel and 1 more TU of 
  annual upkeep.  
   
  Shrine 
  Cost: 500 gp and 1 TU for a Major Church, 750 gp and 1 TU for an Accepted Faith. 
  Annual Upkeep: 1 TU. 
  Required Staff: N/A 
  Description: Shrines are built away from normal human habitation centers.  They are built 
  with no permanent structures, but will have seating areas for a few worshippers, an altar 
  space, and usually a roof structure with no walls.  Larger shrines are located where more 
  worshippers are likely in one place, and often include a lean-to or prepared camp areas with 
  fire-pits, cut wood, and perhaps a garden of cut stones commemorating events or people who 
  acted relative to the shrine. 
  The structure accommodates only 20 people for a service. 
  Special: Must be dedicated to a Major Church or an Accepted Faith.  
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Gran March/Gran_March_Land_Ownership_7.0.pdf