SG2 Engineering Castles
SG2 Engineering Castles
SG2 Engineering Castles
BY ROBERT DOYEL
PRODUCTION DESIGN: STEPHEN CHENAULT
EDITOR: TIM BURNS
FRONT COVER: PETER BRADLEY
INTERIOR ART: PETER BRADLEY
ART DIRECTION//LAYOUT/PRODUCTION: PETER BRADLEY
CARTOGRAPHY: PETER BRADLEY
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ISBN: 978-1-936822-33-1 Printed in the United States of America Engineering Castles brings the wearied
Castle Keeper the tools to entice the
imagination, to create, wholesale, from scratch,
a varied array of Castles and structures.
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THE BASICS – WHO, WHAT, WHERE, WHY,
A
dventure does not limit itself to the
depths of earth and stone, but calls AND HOW (but not in that order)
the seeker in, exploring all heights and
Typically, knowing what purpose some particular building serves
stretches – to the spires of looming tow-
will help determine other facets about it – a bridge, for example,
ers, to the forbidden glades deep in an-
that has no gap to straddle has little effective reason for construc-
cient heartwood and to the sunken and
tion, though one should never simply rule out “aesthetics” espe-
abandoned places lost in time. But, not
cially when high-powered egos might be involved. Therefore, the
all are hidden – some are welcoming
first and most basic answer should always retort the question “why?”
bastions for the wayward traveler, and others are the holdings of
creatures most foul; still more bear foreboding edifices, casting a
TABLE 1: PURPOSE
mocking shadow – be they castle, ruin or manor, each beckons a
promise of loot, a glimpse of chance, and portends fate. D100 Roll Reason
01 – 30 Shelter / Community
An aspiring Castle Keeper will often have many floor plans of
31 – 32 Personal / Pleasure [Table 1A]
places through which unsuspecting player characters will venture,
generally taking the forms of underground complexes or even wil- 33 – 66 Military [Table 1B]
derness or urban areas, but many likely do not have much stock 67 – 70 Economic / Mercantile [Table 1C]
for the “other” locales such as bastions, keeps, temples, and cas- 71 – 80 Philosophic / Religious / Educational [Table 1D]
tles. This tome will remedy that situation and provide the Castle 81 – 85 Tomb
Keeper the tools and templates to design such from nothing or, if
86 – 87 Monument
desired, to modify an existing structure with new and unknown
(which may be otherwise familiar) traits. 88 – 95 Storage [Table 1E]
96 – 00 Governmental
To start, it helps to answer very basic questions, making the need-
ed background choices which will further assist as fine details are Many times a castle will serve several purposes at once, depending
determined. Those who have read the first work, SG1: Engineer- primarily on secondary features such as individual buildings and the
ing Dungeons, will find the procedure similar – please note that personalities of the crafter. Also, a freestanding building does not nec-
the former is not needed to enjoy or use what is here. In many essarily function as it was originally intended, especially in the case of
senses, a “castle” is but a dungeon in a different sense, so an un- a previous occupant being forcibly removed or the current resident
derstanding of them is helpful but not essential. It may, at first, simply modifying to taste. Therefore, the precise purpose of any such
seem unusual that much of this work is focused on chapels or tem- endeavor should be determined in whichever way best matches the
ples, but in the real world, castle structures were often built into, needed goals for how it will be used in game – if a purely random sam-
or from pre-existing, religious institutions, these being the bases ple is desired, roll two or three times, discarding any unpalatable results.
for architectural endeavors for most of pre-Industrial history.
Shelters and communal constructions are fairly straightforward – they
are built to house and protect the occupants and are among the most
basic of structures, though they can be very complex. These types
of works nearly always exhibit trademarks of the effort to build it:
dwarfs, for example, might use specific masonry techniques when
crafting arches, whereas goblins might produce a ramshackle abode
full of half-finished interiors. There are natural expectations when
encountering such an establishment such as the master room will
be larger than those for servants, but clever (and some say insane)
builders will sometimes invert or pervert them; paranoid or curious
architects may even include secret passages or odd technology such as
revolving stairways. Basically, a shelter is a home – something is sup-
posed to live there, and the craftsmanship and layout will indicate it.
The size will also be directly related though, as in real life, there are
numerous factors to consider (what is critical here is that the place
will always be large enough to service the needs of whatever dwells
within it, though it may naturally be much bigger than actually need-
ed, perhaps even shared amongst several inhabitants) Intelligence is
a primary factor for what may be contained within these establish-
ments – a mound of mud and straw used as a lair by some animal or
other is more likely not to exhibit the same trappings that one built
by a thinking creature could, though the former might actually be
more involved (twisting hallways which are more akin to tunnels, for
example, each a labyrinthine mess connected to a central shelter.)
ENGINEERING CASTLES — 3
TABLE 1A-1: PREY is knowing the personality and goals of the adventure. To brainstorm and
provide a simple, and far from complete, guide to collecting, a baffled Castle
D100 Prey (Monster Type)
Keeper can simply determine it using the following, checking each column:
01 – 05 Aberration
06 – 35 Animal [By Species such as Deer, Shark, Tyrannosaurus, etc] TABLE 1A-2: COLLECTIONS
36 – 40 Beast Estimated Value
d20 Object Size Magical?
41 – 45 Character Race [Excludes Half-Orc] in GP / Item
Merchant guilds are those which sell or deal in some specific item,
such as salt, iron, paper, and the like. These organizations can have
considerable influence, able to impose economic sanctions against
Economic or mercantile castles are designed to serve some sort of
an empire or settlement and cease distribution of goods as deemed
specialized need, such as acting as a store or a trade point, and are
necessary. Therefore, buildings where the members congregate are
often well defended as these are usually critical to the vitality of
usually well known, but also virtually impregnable—there may be
whatever nation or group supports it. The physical layout tends to
incredible amounts of wealth inside, as well, perhaps even more
be universally rectangular, but specific structures need not follow
than what lays in the coffers of a king. A merchant guildhall will
it – especially if the builder has a secret agenda like belonging to a
usually be in direct proportion to the clout it wields, sometimes
ENGINEERING CASTLES — 7
Religious institutions are established, usually, for one thing – honor- Madness [Apocalypse,
ing and appeasing the deity (or deities) to which it is dedicated, in 24 Fire Altar Accepted
Obsession, Etc]
whatever form that may take, such as sacrifice of living flesh to the
25 Font Ancestry Outlawed
accumulation of enormous wealth. The faith normally has something
to say about the subject, especially for those of a natural or secretive 26 Grave Time Tolerated
nature: a temple to a god of the sun, for example, is likely to have an 27 – 29
Hallowed
War Accepted
open window or dome, and will usually be built somewhere that ena- Place
bles it to capture the morning light and hold it until daybreak. These 30 Heiaus Animals Accepted
constructions are nearly always littered and filled with paraphernalia 31 Heroa Arts Accepted
of all sorts related to the dogma and canon principles, and may be
Holy Place
well guarded by soldier priests or booby trapped with unearthly ability, 32 – 34 Healing Accepted
/ Site
all depending solely on what the church is – in some ways, these can
be thought of as guilds of sort, and are more grandiose (typically) than 35 Holy Well Pestilence Outlawed
those of a personal need, as they are intended to serve a wider popula- 36 Idgah Druidic Accepted
tion under most circumstances. Like other areas of fortress making, 37 Jinja Light Accepted
overlap is expected, so use as is convenient. What follows is a simple Scholarship [Writing,
breakdown of the type of religious structure that may be built, which 38 Kiwa Accepted
Literature, Poetry, Etc]
general sphere of influence it serves, and whether the faith is consid-
39 Marae Fate [Destiny, Prophecy, Etc] Tolerated
ered social, or not – of these, the final two are of most use to the as-
piring castle builder for knowing what deity is appointed will provide Philosophy [Alignment,
40 Martyria Tolerated
exquisite detail (down to the very frescoes and murals on the walls, if Monastic, Duty, Etc]
desired) as to what the place is, and looks like while the last column Love [Passion, Sexuality,
41 Mashhad Tolerated
will provide needed information regarding possible placement and Etc]
purpose, all to spark the creative seed – never use the tables as the Knowledge [Wisdom,
42 – 43 Mausoleum Tolerated
sole system, but allow your mind to be provoked into consideration. Specific Field]
Salvation [Redemption,
TABLE 1D: INSTITUTIONS 44 Mbari Outlawed
Conversion, Etc]
D100 Structure Principle Acceptance Meeting Knowledge [Wisdom,
45 – 46 Tolerated
01 – 02 Altar Deity, Specific Outlawed House Specific Field]
Storage is very important, especially when plague, famine, or even Medicinal Supplies (Salves,
57 – 58 Fair (15 – 35%)
Splints, Etc)
general security becomes an issue, including things like stockpiling
wealth to avoid a depression or to force one by economic hardship. 59 – 60 Poison Stocked (35 – 60%)
ENGINEERING CASTLES — 9
61 – 62 Acid Slight (05 – 15%) WHO PUT THAT THERE?
63 – 64 Personal Idiosyncrasy Skim (01 – 05%) Once it has been established what type of structure is built, it is im-
portant to understand who put it there, as this information will offer a
65 – 66 Precious Metal Fair (15 – 35%)
plethora of finer details, all usable by a Castle Keeper to add as much,
67 – 68 Livestock Feed Skim (01 – 05%) or as little, depth to the setting as desired. These entries are purpose-
69 – 70
Non-Domesticated Animal
Abundant (60 – 85%)
fully vague as the sheer amount of options is so open as to be impossible
/ Beast to contain within any single work – remember, too, in a fantasy world
71 – 72 Tools Skim (01 – 05%) where might and magic are oft mixed in equal doses, anything is virtu-
73 – 74 Weapons Slight (05 – 15%) ally possible so do not feel restrained to only these examples. Intelligent
things tend to build intelligently, while those who are simply looking for
Armor (Helms/ Shields,
75 – 76 Fair (15 – 35%) shelter may have haphazard designs, especially if rushed to completion
Gauntlets)
– this will be dealt with later, but for now, it should be clear what the
Craft Item (Barrel, Wagon, definitions are, and then the Castle Keeper should ponder what they
77 – 78 Stocked (35 – 60%)
Wheel, Etc)
mean, specifically, to their own game. One primary concern is that of
79 – 80 Paper / Papyrus Abundant (60 – 85%) location as those with the means to do so, especially a race regarded for
81 – 82 Musical Instruments Replete (85 – 100%) their particular preference (dwarfs and underground labyrinths or elfs
Spell Components (Level and deep woods haunts, for example), will generally select one that is
83 – 84 Skim (01 – 05%) beneficial to them, even if it makes construction more difficult or costly
0 – 2)
– it also means that the place is more likely to continue to be populated,
85 – 86 Holy Items / Relics Stocked (35 – 60%)
save for some unforeseen travesty. Likewise, specific races or determin-
87 – 88 Magic Items Slight (05 – 15%) ers, such as a veteran or grizzled warlord, might have ideas of their own
Alchemical Goods or when defense is considered, this most likely the absolute law when it
89 – 90 Fair (15 – 35%)
Components comes to an arcane builder and a home (even when they are simply
91 – 92 Flour Skim (01 – 05%) consulted for work on other tasks). Note, these results do not rule out
93 – 94 Salt Slight (05 – 15%) the possibility that outside assistance, such as beasts levied into service
via brute force or magic.
95 – 96 Glassware or Pottery Stocked (35 – 60%)
97 – 98 Liquid (Mercury, Blood, Etc) Abundant (60 – 85%) TABLE 2: CONSTRUCTOR
99 – 00 Castle Keeper’s Choice Skim (01 – 05%) D00 Builder
For purposes of this table, inventory refers to a percentage of total avail- 01 – 45 Intelligent Humanoid Race [Table 2A]
able stock which is currently held; factors such as age, condition of 46 – 70 Character Class [Table 2B]
building, occupancy, and others should also be consulted to assist with
71 – 80 Guild [Table 1C]
deciding exact amounts, if desired. Also, decay is quite possible so even
if stock is replete and overflowing, it does not mean it is still usable, 81 – 85 Religion [Table 1D]
especially if they have been there, unattended, for quite some time… 86 – 88 Single Individual
as Castle Keeper, you decide what you allow your players to discover – 89 – 90 Retired Adventurers
simply because something is present does not make it available.
91 Non-Intelligent Race
Lastly, governmental fortresses are those which serve those in 92 – 97 Giant or Undead [Equal Chance]
power, either as homes for the aristocracy and their entourage, or 98 Monster
even as the buildings wherein decisions are made, such as an ora-
99 Natural Conditions
tory and the like. These are always known locations, and heavily
fortified, though commoners may be allowed to enter depending 00 Castle Keeper’s Choice
on what occurs within – for example, a house of a lord is quite
When an intelligent race builds something it is with purpose and
different than a house of lords. Size is generally larger than the
reason, though it may be lacking logic if those doing so are insane
surrounding buildings. Once inside, it is quite likely to contain
(assume 1-5% of such endeavors are thusly instigated, and fill in the
numerous secret compartments or advanced techniques for con-
details as needed thereafter) and could be rushed and of poor make.
struction, quite literally no expense saved – political emblems and
They usually leave indicative markers of their presence and tend to
other objects will be rife but the ease of removal depends on what
use the same motifs and patterns, though these will often vary by
it is: statues are much more difficult to remove than paperwork.
culture or society. An intelligent race also can produce advanced
Locks will probably be evident, as will traps, but these are rarely
technology and are sometimes wary of magic use, again based on
lethal (they may be, if what they protect are vital secrets) being
the mores and ethics of the particular society (a facet much too
made of powerful magic possibly unseen anywhere else.
large to delve into for this product.) In the typical Castles and
Crusades game, there are numerous races which are classified with
intelligence, but some do not tend to build permanent shelters, in-
stead seeking to conquer those built by others – these are ignored
for the purposes here, though a Castle Keeper can certainly modify
the table as desired, especially as trends differ game to game.
10 — CASTLES & CRUSADES
TABLE 2A: RACE changes, usually minor such as added secrecy or different stone,
but the physical format is nearly identical to that of the prevailing
D00 Race
style(s) at the time of construction. However, that can be an inten-
01 – 20 Dwarf tional lure for the unwary, so players should be reminded, now and
21 – 35 Elf, Non-Drow then, that complacency is not going to let them survive long.
36 – 37 Elf, Drow
On the surface, a castle established by ex-adventurers (classed non-
38 – 39 Gnome player characters of considerable ability) would seem to be close to
40 – 41 Halfling those for a specific class, and it is true—there will be those areas where
41 – 90 Human it does indeed mimic, but also have much more, often clashing and
91 – 93 Orc
cohesively combining the needs of others; for example, whereas a strict
“fighter’s castle” might have a place to learn the art of sword-slinging, it
94 Gnoll
may not have one for combating magical opponents or a library of rare
95 – 96 Bugbear religious texts; certainly, it could, but there is one very important differ-
97 – 98 Goblin ence – the former will reflect “standard” needs, where something built
99 – 00 Kobold by ones who have actually experienced such things will have a more
acute sense of what is truly needed. This means, amongst other things,
TABLE 2B: CLASS a castle crafted by ex-adventurers is more likely to be trapped, more
likely to have treasure, more likely to have unusual guards and compan-
D00 Class
ions, and will probably be occupied in some manner – it is also subject
01 – 05 Barbarian to all kinds of unexpected things, tokens of experience, as it were.
06 – 10 Bard
Non-intelligent creatures are usually those things which create by ac-
11 – 40 Cleric
cident or because it is their nature, such as ants and others. As such,
41 – 65 Fighter these are wholly natural, though there may be remnants of manufac-
66 – 70 Assassin tured products, especially things which are reflective, weaved into the
71 Knight fabric of the construct. They rarely have much in the way of defense,
72 Paladin
per se, but there are typically numerous entrances, exits and even
ways to collapse. Most will be found underground, but it would not be
73 – 74 Ranger
impossible for one to be aquatic, for example. Essentially, these should
75 – 88 Wizard be considered more appropriately as dungeons than castles.
89 Illusionist
Giants and undead have very different considerations but either
90 Druid
will likely be far removed from normal society, and typically have
91 Monk populations comprised of like individuals housed within, making
92 – 00 Rogue an assault against the place a dangerous chance. Giants will usu-
ally build a defense where they are most comfortable, such as in
A fortification crafted by a member (or members) of a specific a mountain range or above the lesser races, on a cloud. Undead,
character class are those things usually associated with such, like however, rarely build anything – they occupy it, and usually be-
a wizard’s tower, a thief’s guildhall, or a fighter’s castle – a cleric cause nothing else will. Either will tend toward heavy magic use,
(paladin or monk, in some cases) could be considered this or the both to sustain the structure and to defend it.
religious one, at the preference of the Castle Keeper. Because of
this somewhat unique characterization, the elements and imple- A monster built fort is somewhat unique, and can be created by any
ments of the class are bound to be found: a castle built to home a sort of creature desired, such as a prysmal eye or dragon; as such,
fighter probably has a training hall, a weapons room, and so forth. these are normally lairs, but humanoid or human-like monsters
may have ulterior goals, such as acting as a trap (especially true for
Guilds or religions, as seen before, sometimes have castles and highly intelligent or cunning beasts) but the creator need not have
other buildings for their specific purposes (in the case of religions, any discernible intelligence. Here, which specific monster made
they normally always have such, save the rare faith) – it is best to the castle helps determine what could be within – a dragon for
consult the previous details, using the same table(s) to determine example could keep food for itself or its offspring. Design itself will
what sort of guild or religion is responsible. accommodate the physicality of its builder so that, for example, a
prysmal eye “castle” will likely be tubular and rounded.
Structures made by, and for, a specific individual always have the
tastes and desires of that individual in mind, even if not exactly Lastly, there are natural conditions that can cause the creation of
designed by the person – some are extremely paranoid or have an a defense, such as caves and the like, where the very terrain is the
overflow of copious egregiousness. These are the most random, and implement of defense – normally, these are added to with other
least static of any castle type, except for layout – to conserve costs structure, but the whole of the design is untouched nature. Some
and ensure the design is exactly what is wanted, individuals usually races, notably dwarfs, prefer this style, but it need not be so. Many
choose from a “list” given them by the architect (if the designer is buildings in extraplanar adventures could easily be this, as well,
to be different than the one paying for the effort), with some slight especially those of an elemental nature.
ENGINEERING CASTLES — 11
ARE WE ALONE? 12 – 16 Small Small
Once a creator of the fortification is known, it helps to know if there is 17 – 18 Medium Medium
more to the castle than itself, such as a standing settlement and popula-
19 Large Large
tion. The reasons for this are two-fold: first, if there is a settlement, then
there are more resources, both for protection and consumption, as well as 20 Metropolis Metropolis
having a wider diversity of needs to serve; secondly, such places are ripe
Scant settlements are those which have one or two buildings, aside
for adventure possibility, and should be considered cities, which is a sub-
from the castle, and can be semi-permanent. Results of few means
ject too large for complete details here – remember, either result does not
up to 4 additional structures are present, and one of small has up
guarantee that the place is actually currently occupied; it simply means it
to 10. Beyond that, medium settlements tend toward 8 – 20 added
has the means and availability. It is also possible a castle has a population,
constructions, each serving some specific purpose such as tavern
but not a settlement – in this case, the castle is a focus for those who live
or store, and the like (precise details as to what each building does
in and around it, such as a lord and vassals or that the general inhabit-
is left to the Castle Keeper.) Large results in 20 – 50 added build-
ants are migratory; it could also mean that the structure is used only for
ings, and a metropolis is any number above 50. For population, the
specific or special events – there are numerous combinations possible,
results are essentially the same, but the numbers are multiplied by
allowing a Castle Keeper to decide what is needed for the game.
a factor of 4 to 10 (or more).
TABLE 3: SETTLEMENTS
D20 Settled Population
WHERE IS THIS?
01 – 02 None None After determining who and what, it is critical to know where – after
all, if a place cannot be located, it cannot be explored, and has little
03 – 06 Scant Scant
need to be developed. Where a place is found helps determine several
07 – 11 Few Few things, such as what types of resources might be available and also
what kinds of defenses might be needed: a place built underground
12 — CASTLES & CRUSADES
does not have much to fear from flying assaults, but does need to con- Aquatic constructions are those found under waves, often nestled be-
tend with those which burrow, for example. Some of these types, es- hind, or inside, a reef or bottled, perhaps even literally, in some sort
pecially those of an aquatic nature, might be mobile or encapsulated of cocoon to prevent intrusion. They are generally swarmed with a
– if the Castle Keeper decides to use such options, generally assume diverse range of both intelligent beings, such as merfolk and animals,
any specific castle has a 1% chance of either, modified as desired for often times co-existing in strange (to surface dwellers) ways, such as
location, and then consult the results for Tables 4A or 4B. using sharks or large fish as one would a horse of cow. The population
determines many facets of the settlement, so that those with a malign
TABLE 4: TERRAIN intent will likely build a series of fortifications, housing some perilous
D00 Roll Environment tortures or corrals, and those of a peaceful or carefree spirit might be
more accommodating and open, though this is not necessarily always
01 – 02 Aerial
true as evil is often known for hiding in plain sight. Many natural
03 – 04 Aquatic facilities, such as food, water (again, not necessarily for visitors) and
05 – 10 Desert (Hot or Cold) waste disposal are available, simply due to location – lighting and
11 – 20 Forest other services might be a concern, but those who dwell here are used
21 – 40 Hills to their conditions. When it comes to color, the structures are nor-
mally very bright or translucent, producing an awe-inspiring beauty
41 – 45 Mountains
that can rival even the best of land-based cities, and sometimes elves
46 – 75 Plains and other artistically-inclined races will send diplomatic envoys to
76 Planar discover some heretofore unknown secret.
77 – 90 Ruins
Desert environments usually produce stone structures where water
91 – 99 Subterranean is considered one of the most valued possessions, so storage and use
00 Swamp or Jungle of it will generally be carefully guarded. Whether the desert or hot or
cold, the extremes experienced are always taken into consideration
Aerial castles are those found floating in the aether, high above and dealt with as possible – for example, a cold desert castle will find
the mundane dirt below. They typically are composed of cloud- some way to heat the place, such as using oil made of seal blubber.
stuff and powerful magic, sometimes originating as the castle of There are few natural resources, and so many things are imported,
some powerful being such as a wizard, giant, or dragon, growing so it is not unlikely to find odd or unusual items within one; because
outward as more clouds are either brought into service or the of this, many desert-based castles are militarily minded, used as both
natural course of time extends the foundation, weakening it en- a staging ground for attack and to ensure the reverse does no occur.
tropically – unless incredible magical might is used, it is possible Structures here are seldom open, enclosed to protect and endure
the place will evaporate, pulled apart from the base, and so, unlike the terrain itself, and are generally quite large. Finally, a desert castle
for some other locations, age and structural foundation are more sometimes appear to be mobile when in fact it is not, such as being
prominent in the inhabitants’ minds. The very nature of the struc- hidden by a mirage or aurora effect – many also have strong reputa-
ture often requires access to things unknown or very rare below, tions for powerful undead residency. Weapons of choice are things
like flying carpets or trained winged cavalry, simply to navigate, which are easy to assemble, such as nets, axes, spears, and slings,
making it practically impossible for land-based adventurers to in- but any are likely (metallic swords are uncommon, but the level of
vestigate (bear that in mind if, as Castle Keeper, it is intended to technology at hand greatly increases the chances) and the method
be the source of an adventure.) If the castle is mobile, those living of common mobility are sleds or chariots – the better to avoid get-
within will tend to be accustomed to a multitude of customs and ting stuck in the conditions of the terrain.
ideologies but may feel aloof due to infrequent contact. Gener-
ally, populations are kept low, both because of practical reasons Castles and forts built in forests usually have little to worry about
(weight concerns, availability to build, etc) and because those be- when food or water are concerned, but they are also exposed to a
ings with the ability to live here tend to be secretive, paranoid, great deal of possible attackers, which is why, many times, such things
or both; these types of dwellings typically exhibit a great amount are protected by powerful magic or hidden away, and in the case of
of importing if offered – merchants tend to be sparse but there is typical elf lore, both. The actual construction is probably made of
great need for those items which cannot be readily made, espe- timber, making it susceptible to fire or the druid warp wood spell so
cially food. Defense places a burden against enemies with means pains (such as liberal use of ironwood) are taken to ensure against
to engage, such as those with the ability of flight; depending on such simple devastation. These types of structures are normally used
the level of magic at hand, such may be used, but it is more com- for reconnaissance, but could function as larger settlements. Defenses
mon for ballistae, nets, and similar protective devices to be used, are varied and normally always include infernal machines, large bal-
the militia ordinarily armed with various ranged weapons and not listae or catapults, with individual guards using whatever weapon is of
heavily armored. Stockpiles favor food, water, and other neces- choice, ranging from crossbow to long bow and melee options. Forest
sities which are stored inward, toward the center, away from the creatures are often used to assaults, and so have a developed plan for
easily-attacked edges – this is not true for encapsulated environs, defense and aggression – they also tend to have many more types of
though the layout will make provisions accessible to the largest resources at hand, or readily available should it be desired. Also, the
population, and those with the most wealth. Like all fortifications, forces of good alignment are not known to stand idly by and let a bas-
actual design is both fluid and stagnant, much depending on who tion fall, especially to the green hands of the like as orcs or goblins, so
lives within, why, and the particular needs. there are normally always outside allies, even if unknown.
ENGINEERING CASTLES — 13
Structures built into hills or mountains share similarities, such as Ruins, naturally, are former structures so a castle established in
access to valuable metals (usually), and less fear from aerial attack, this condition will usually take advantage of its history, which can
but must often contend with even more vicious aggressors such as be very useful when building upon an advanced technology site
dragons. They tend to have very thick and sturdy walls, making or using fragmented pieces of forgotten magic; however, this prac-
them formidable opposition for direct attack, but are at risk to sap- tice can also cause more problems than it resolves because things
ping or undercutting, and especially spells that affect stone, such as might not work as expected, or work too well. Generally, though,
earthquake. Therefore, reinforcements are used, sometimes in the ruins are used to supplant and supplement the need for raw mate-
form of cisterns (serving a double purpose), but also possible that rial which in turn makes costs much lower, and that, by its nature,
false chambers and giveaways are built. The major difference, in also creates weaknesses – for example, a former chapel that was
most cases, between a hill fort and one nestled to a mountain is destroyed by fire will likely still bear its charred scars so, if attacked
the depth of the entrance – that is, a hillside castle will probably again, it could be more vulnerable.
have parts of it which are external to the terrain, where the popu-
lace lives or works; a mountain castle, on the other hand, is more A subterranean castle is much like a dungeon – it will probably
akin to a subterranean one – the vast majority of it is inside, often have rooms which are dedicated to specific needs, few resources
very deep. Food, too, can be a challenge for a mountain defense to save those needed to simply maintain itself (and then, not neces-
obtain, and it is often difficult to have backdoor exits, though not sarily all of them, especially food that is not a type of mushroom),
impossible, so retreat may not be a possibility. Often occupied by and should be treated as such.
dwarfs and their traditional foes, the weapons used tend to be those
Swamps or jungles are difficult to build upon, usually collapsing
of traditional sort – hammers, axes, and crossbows; there tends to be
(somewhat like a ruin) several times before finally taking hold –
little use of larger siege engines, but such are not impossible.
this means that whatever is built is very sturdy and stable, usually
Plains are naturally open, making defense a major concern but a thick-walled, and not likely to be too outrageously high-storied.
huge amount of resources are available, especially food and wa- The floor plan usually follows a square or rectangular pattern but
ter. Creatures of all kinds are known to inhabit the plains, and concentric circles are not improbable. Major defenses include dis-
so resisting their advances, or encouraging them through settle- ease prevention; storage is usually for water and rare food types,
ment, can make for exciting adventure potential – many a castle but anything is possible. Used to aggressive enemies, the inhabit-
is constructed directly on a flat field, the better to see and be seen. ants are often well-skilled in the defense and routines of the castle
Naturally, this produces other issues, especially if one intends to and probably know quite a bit about local lore.
have privacy, but spells might aid with that. Because the terrain
is neither a hindrance or a benefit, per se, nearly any weapon or TABLE 4A: MOBILITY
warrior unit could be utilized, and very large siege engines are fair- D20 Roll Trigger Speed
ly common; what matters more, actually, is the current weather 1–3 Specific Condition Drift Only
(rain can be notoriously detrimental to exposed wood, for exam- 4–8 Regular Interval Slow
ple.) The construction techniques vary from primitive adobe to
high-grade stone or metal, possibly even using concrete if such 9 – 15 Regular Interval Average
a thing has been developed, which makes a major factor of de- 16 – 19 Regular Interval Fast
fense virtually negligible – fear of fire, in addition to hampering 20 Random Shift
one of the most powerful siege engines of all, the druid class (after
all, concrete would be considered a worked, or unnatural, stone, Mobile fortifications can be found anywhere in the world (decided
something which many spells fail to modify.) on an –as-needed basis, or at a flat 1% chance of occurrence), but
typically follow specific patterns, either due to individual needs or
A planar castle is a difficult thing to explain, for it can exist in a that of climate changes (i.e., one might drift to avoid the freezing
couple different ways – it could be a place that exists solely on (or cold at its present position and another to obtain congealed auro-
within) another reality or it could straddle between them, possibly ra used in the manufacture of magic items with prismatic effects.)
acting as a gateway, or a measure of things otherwise. The key fac- Of these relatively rare specimens, some simply allow movement
tor that makes them all similar, however, is that they are not con- within and of itself – this can be a hallway that alternates final
structions of the normal sort for they are, by nature, something else. destination or a sudden sporadic shifts, to nearly any other effect
What creates the structure is very important, more so than where imaginable; a castle with this quality tends to be highly magical
it is, in fact, for it could be virtually anything and can easily break and should be used with great care as they can be almost impos-
the rules of the universe, as far as the players know – for example, a sible to navigate and require tremendous effort to play smoothly
castle created on the ethereal plane might resemble the classic stair- (unfortunately, specifics fall outside the scope of this work.) Castle
case of MC Escher whereas a temple to the god of punishment on Keepers are encouraged to not be too worried with the speed of
the plane of inversion might have its walls carved from the souls of an aerial city, simply having it drift (if it is determined the city is,
those damned to eternal torment. Anything that lives within these in fact, mobile) as the game requires, but should a more specific
abodes are likely powerful, or insane, and the place may very well value become important, use the chart for all terrains (including
duplicate that effect. A Castle Keeper wishing to make a structure partial or more specific effects) noted for mobility:
of this sort should use every available imaginary tool and just create
– there does not need to be a rhyming scheme of reason. Specific condition triggers can be anything such as the 11th hour
of the 11th day (in this way, the trigger is actually a regular inter-
ENGINEERING CASTLES — 15
ring coral might provide an aesthetic look of its own, and may even HOW ADVANCED ARE WE?
hide a sinister poison used to dissuade an aggressive approach. Ta- When a castle or other fortification has a high degree of techni-
ble 10: Materials should be used to determine the material that
cal achievement or uses esoteric arts not found anywhere else, it
composes the perimeter. Remember that the general purpose of an makes the place very unique and allows for great customization,
enclosure is to prevent, or limit, vision – it does not have to pertain enhancing the playing experience. Likewise, if a castle is found in
to that alone, however, and may alter audio or olfactory perceptions a fairly advanced culture but is not “up to par,” it says something
as well, allowing a Castle Keeper free reign. As noted, completeness about it, perhaps that the builder is cheap, or some other state-
has many opportunities – the more a castle is wrapped in a security ment such as a refusal to use magic. So, knowing these finer de-
blanket, the less susceptible it becomes, and the opposite holds true tails not only enhance the imaginary playing field by giving more
for one that lacks any discernible protection. Sometimes, an enclo- options to introduce, it also gives a cleaner brush to stroke a story.
sure acts as a primary shield of defense, and others it doubles as an
outer perimeter, to trap those within. Castle Keepers are encour- TABLE 5: ADVANCEMENT
aged to develop the specific reasons for an enclosure.
D20 Roll Magic Technology
Keep in mind the location of the structure, those who dwell with- 01 – 02 None None
in, and why – these are primary conditions for the existence of an 03 – 06 High (Spell Level 0 – 9) Primitive / Stone Age
enclosure. Likewise, the clarity of the enclosure can serve several
07 – 12 Medium (Spell Level 0 – 5) Bronze Age
design goals – if a particular building is enshrouded in a dome that
is made from the rough hewn blackness of obsidian, the occupants 13 - 19 Low (Spell Level 0 – 2) Iron Age / Medieval
are likely to be different than those found inside one made of plain 20 Very High Advanced / Renaissance
glass. Perhaps, as in the previous example, the thick obscurity is to
prevent magical means of divination either in, or out; or perhaps If the result for magic comes as none there are extremely few, per-
it is meant to prevent onlookers, on either side, from peering, a haps only one or two, magical items to be found and these would
sort of more primitive anti-voyeur architecture – or, maybe, it is tend to be very minor in what they can do, and are more likely
just the wild humor of its original maker, a trademark of sorts. Re- to be weapons or armor than anything miscellaneous. Low magic
gardless of the specific, Castle Keepers can use this single attribute has more magical items present or even spellcasters (limited in spell
to develop evocative descriptions of the environment, especially ability as stated) with a chance of a functional miscellaneous item
if the transparency is known to change…For the purposes of this to be fund, such as a broom of cleansing. Medium magic is similar,
definition, the following is true: with more magical trinkets available, but also starts to empower
the armor and weapons more, perhaps allowing enchantments of
Having a clear transparency means that those outside and within up to +2, or even +3 for very notable figures in the castle; it is at
are able to perceive what is opposite them, the barrier itself act- this stage, as well, that spell effects unique to the castle could be
ing only as a physical demarcation of the two; the enclosure itself developed such as walls that self grease to dissuade attackers, and
may even be invisible. Muddy allows limited contact with a rough the like, but it would be rare and expensive to construct, so only
quarter to half being considered clear and the remainder opaque the most interesting of places should have them (though, arguably,
– essentially, this combines both the other definitions, usually at something like this could turn an ordinary place into something ex-
random placement. This can be of great fun to a Castle Keep- traordinary.) A place imbued with high magic has either a volume
er should a decision be reached that the enclosure is subject to of sorcerers to summon, or has many magical items to command,
movement. An opaque enclosure simply prevents perception, be- many of which are minor in scope but useful nonetheless, such as
ing impossible to penetrate without some other means, and then, a glow gem which might function as a lantern, for example; magical
perhaps not (it might serve an interesting quest to discover the arms and armor begin to become more common, even for lower-
way to break the veil, as it were;) it is possible that the opaque- grade troops, and the means to prevent attacks by forces of similar
ness is one-way, affecting only a single side of the enclosure which nature are present – there are likely even specialized defenses like a
causes the reverse to function as though it were clear. wraith-grid which can materialize anything incorporeal in structur-
ally important areas, or those of utmost privacy, like a vault. A very
WHAT ELSE DO YOU HAVE? high level of magic means that practically everyone inside has some
form of magic item, or can cast spells, and some items are probably
The resources available to a castle and its population help to de- only curios, rather than directly useful; the defenses, however, could
fine it, and why it stands, or was made – for example, a castle with be quite severe, perhaps even negating magic at a word.
a gold mine at its feet is more likely to be defended and stocked
than one which offers nothing discernible. However, this also ap- Results for technology are similar to those of magic and may even
plies to those which have ongoing or living communities, such be misconstrued as such with a sufficient stage of advancement. No
as castles at the heart of a city: are there farms or timber nearby? technology would mean there are no technical items – whatever is
Answering questions such as this helps to bring a more thorough present is in raw form; there are no tools (save for the most basic like
picture of the castle’s life, which in turns makes the game more re- a rock used as a hammer,) no doors, no locks… just nature, possibly
alistic and potentially more enjoyable. Based on terrain, and what due to a reliance on magic to compensate. A primitive stage of de-
the Castle Keeper prefers, roll as many times as needed for each velopment finds simple weapons like bows, spears, knives, and the
column (the specific resources should be determined by Table like in use, but there are no advanced implements so moving objects
1E) – if uncertain, it is suggested that 4-7 (1d4+3) rolls are made. like doors or traps are unlikely, if not impossible. At Bronze Age lev-
ENGINEERING CASTLES — 17
HOW DO WE DEFEND IT? 75 – 76 Squint
A “castle” as defined by this tome will need defenses, for they are 77 – 78 Structure (Cramped Walls, Shortened Spaces, Etc)
the prey of others, the target of raids and hunts for glory, but also
79 – 80 Surprise Door
the centerpieces of campaigns, both directly involving the player
characters and the kingdoms in which they exist. It would be im- 81 – 82 Tar Pit
possible to catalog every conceivable castle defense, so a sampling 83 – 84 Teleporter
of them is provided. A Castle Keeper should decide the quantity 85 – 86 Terrain (Chasm / Water / Open Field)
and the effectiveness of each, and how many to use, based on the 87 – 88 Trap
details previously decided.
89 – 90 Tunnel System
TABLE 8: DEFENSE 91 – 92 Wall Curtain (Anti-Scrying Chamber)
D00 Defense 93 – 94 Watch Tower / Turret
01 – 02 Acid 95 – 96 Water Tower / Cistern
03 – 04 Alarm 97 – 98 Wraith-Grid
05 – 06 Arrow / Bolt Loop 99 – 00 Castle Keeper’s Choice / Anything Else
07 – 08 Barbican / Keep / Gatehouse
09 – 10 Barracks TABLE 8A: ENGINES
19 – 20 Etherite 16 – 17 Pierriere
23 – 24 Fire 20 – 39 Catapult
29 – 30 Glacis 46 – 47 Gastraphetes
37 – 38 Lock 58 Sambuca
45 – 46 Mantlet 64 Petard
57 – 58 Net 84 – 94 Ballista
63 – 64 Poison 00 Underminer
65 – 66 Portcullis / Yett
67 – 68 Revetment
69 – 70 Sand Wall
71 – 72 Shell-Keep
73 – 74 Siege Engine [Table 8A]
ENGINEERING CASTLES — 19
Sumerian / Assyrian / Ancient Non-Egyptian: Built of un- Ancient Egyptian (Middle Kingdom): Building on the advance-
baked brick or clay masonry as the foundation generally built ments of previous generations, the structures of the Middle Kingdom
in step-pyramid structures, buildings of this sort eventually are similar but add limestone to the mix, providing durable and beauti-
crumble and need to be rebuilt, stacking on the former until ful artistry, such as the Temple of Karnak. Like the earlier Egyptian con-
stability and height is achieved. These are amongst the old- struction methods, basic geometric patterns are used, often interlocked
est of real world buildings. This is the fundamental system of or woven together to form very complex and enigmatic designs.
building found in desert environments for the lack of forests
or usable quarries make adobe-brick necessary. Real world ex- Ancient Egyptian (New Kingdom): This was a move away from
amples would be difficult to find, but the Gardens of Babylon the previous Egyptian styles, pyramid structures abandoned in favor
would be a good start, as would be many ancient buildings (at of earth-bound tombs, as found in the Valley of the Kings, but also
least the unmodified portions) of Damascus. Due to the rela- of great spectacle, the first Colossus (Colossi of Memnon) made and
tively primitive means used to craft buildings, one of this style a tighter focus on expansion and art infused into the buildings. Gen-
is typically rectangular, with additional rectangles acting as a erally, stone, especially limestone, was used as well as vibrant colors
new story, slowly reducing to a single point – the lowest level is both to show off and to be clearly visible against the desert sun.
always much thicker than that of the top.
Classical (Grecian / Early Roman / Herodian): There is great
Ancient Egyptian (Old Kingdom): Similar in nature to earlier variety amongst the architecture of these cultures, but the sim-
works, these utilize adobe-brick or quarried stone, often from dis- plest and easiest to use is that the architecture typically conforms
tant locations, to form epic monuments such as the Great Pyra- to the environment – a temple will be built in such a way that it
mid. Various advancements, such as the creation of the mastaba adheres to the surface, rather than supplant it. Romans were well
and ziggurat help elevate the technical ability of the creators. The known for modifying existing structures, and also for the develop-
structures made of this type are usually massive, often taking a ment of many advanced concepts such as concrete and interior
very long time to complete – perhaps in a fantasy world, the ba- plumbing, letting nature do the work (such as the Great Aque-
sis could be applied to elfs and their ilk, though the construction duct.) There are numerous artistic styles as well, but of them,
details would likely change. Many different geometric devices are one very common theme arises: sculpture. These types of castles
used to craft an edifice of this nature, but the most recognizable would normally be open, very columnar, and made of hard stone –
are those which are a square pyramid or obelisk; it is possible cir- progressively, depending on which period of history (especially as
cles and other Egyptian-like emblems were used, such as the Tau regards the Roman Empire), structures very similar to modern day
cross, but this would be the exception and not the rule. could be found. There are several surviving examples, such as the
Parthenon, which could be used as inspiration.
Mughal: Yet another amalgam of various stylistic approaches, Azuchi-Momoyama: A climate of war, where samurai and daimyo
the works of the Mughal incorporate evolved geometric patterns, were considered more important than temple and monk, helped
which was borrowed from Muslim neighbors and the aesthetics of spur the development of this architectural wave, which introduced
India, usually based on Dravidian styles, ending in a result that is two types of buildings to Japan – the castle and shoin (reception
unique – many buildings also utilized onion domes, a creation that hall or study.) Like other styles of Japan, the use of the pagoda shape
was, for most of the ancient world, a difficult task. Likely the most is somewhat mandatory, however, it is expanded to include square
famous example of this style is the Taj Mahal. bases, often extended to form outer walls leading to keeps, which
are also square, the main building rising above the lesser, and always
Asuka / Nara: Named for the place and period of political advance- in the rear of the stronghold. Some, such as Himeji Castle (perhaps
ment, the architecture of this time is mostly known for its influence one of the more famous of the style structures) have a labyrinth of
from Buddhism, which had arrived in Japan – this, in turn, led to the passages that lead to the main hall, this a purposeful defense. An-
construction of tiered pagodas, made entirely of wood, which is a dis- other, albeit much smaller, example is Matsumoto Castle.
tinguishing aspect from the rest of the world which tended to use stone
or adobe. Most of the structures were not single buildings, consisting of Edo Period: Engineered in the face of destruction, purposefully
numerous lesser buildings (in fact, one such surviving stronghold has crafted for ease of reconstruction, due to the great many fires and
41 additional structures, aside from the main complex.) One excellent invasions of the time, the buildings of the Edo Period show the same
example of this style is Tōdaiji, which is a series of edifices, rather than a thought patterns as earlier models, but also simplify the designs, re-
single construction – to many, when “traditional Japanese architecture” ducing them to the core components, and always include some sort
is considered, this is the style being considered. of storage facility, usually for lumber, this placed away from the main
Fatimid: Desperate to showcase their power, the rulers of the Fa- Ottoman: Directly influenced by Byzantine and Mamluk archi-
ENGINEERING CASTLES — 23
tecture, there are numerous areas which were taken and altered, Middle Muscovite: Building on the knowledge and abilities ob-
having then inspired others, such as the creation of the medrese (a tained in previous years, the central development of the Middle
school for the study of religion) and large, non-pyramidal (in fact, Muscovite Period is the tented roof, which is arched high and tri-
usually domed) government-sponsored mausoleums, called a tomb angular, to let snow and other debris fall off without damaging
monument. Generally the majority of the structure was composed the structure itself. This is not to say the designs themselves are
of baked brick, but the inner and some outer walls were typically basic, as many complex designs do exist (especially those crafted
had wooden, marble, and plaster elements, sometimes used exclu- during the reign of Ivan the Terrible), but that there was little
sively as decoration but also as key ingredients to stabilize the foun- change, save the move toward wooden components, away from
dation. There are many surviving examples of the art, such as the the more expensive and lasting stone, at least for the construc-
Hacı Özbek Mosque or Topkapı Sarayı (Topkapi Palace.) tion of religious abodes; military needs were, naturally, given the
best available treatment. Two excellent examples of this particular
Iconoclastic: Not truly a style, per se, the practitioners of Icono- style building are found in the Church of Saint John the Baptist in
clasm destroyed and modified existing objects to remove or render Kolomenskoye and Saint Basil’s Cathedral on Red Square.
their symbolism moot considering the veneration of idols (includ-
ing the statuaries of saints) in any form to be heretical, sometimes Isabelline Gothic: Taking elements of Renaissance and com-
rebuilding in completely new ways to prevent any hope of rebirth bining it with Traditional Gothic, the architects of the reign of
of the old ways. Complexes affected were often stripped of any hu- Isabella of Spain founded a tradition of their own, characterized
man figures or depiction, generally replaced with fractal images, and by the use of “el arco conopial” (a sort of curved y-shaped arch)
were also relieved of their wealth – gold and other valuables taken and basket-handled arches, but one of the most memorable pieces
from the walls, ceilings, and in some cases, even entire façade ele- implements commemorative text engraved into the structural
ments such as a dome. This did not stop the construction of new façade, which are also highly decorated usually with sculpture.
edifice; in fact, one such building, the Church of the Assumption at There are several buildings to examine to better grasp the style:
Nicaea, is a great example of Iconoclastic architecture. the Royal Chapel of Granada, the Collegium of San Gregorio in
Valladolid, or the Palace of the Infantado in Guadalajara.
Early Muscovite: Besieged by raiders on a continual basis, the
need for defense was paramount, as was dissuading attackers and Preclassic Period / Formative (Olmec): Similar to Old Kingdom
pillaging, so the creations are typically small, fortified, and glaringly principles, but separated by thousands of miles, the designs of the Pre-
nondescript on the outside, leaving the interiors with a veritable classic Period involve many step-pyramids often formed of enormous
canvas for artistic expression, sometimes covered in frescoes and stone (quarried elsewhere and moved tremendous distances) to form
murals. These Russian structures of the Early Muscovite Period are a volcano-like shape, being more conical than rectangular. The struc-
reminiscent of those of Armenia and Eastern Europe, but simpler, tures actually combine stone, wood, and other plant material (espe-
less ornate, and very typically single-domed (the ones that have cially large palm leaves) and often served several functions from reli-
multiple are actually Italian-inspired imports brought in by the gious to domestic, and sometimes war – there are even underground
czars.) Lacking much of the definitive skill needed, the structures drainage or sewage systems, highlighting a rather advanced technol-
were necessarily simple and usually composed of what could readily ogy or knowledge of construction techniques which were unknown
be found, such as limestone or “wild stone” which is roughly-hewn to the Egyptians. Another very definitive characteristic is the use of
rock cut without regard to precision; the Italian-made creations are carved busts, usually depictions of the gods (a common motif is the
typically of brick, these being built toward the close of the invasion jaguar form,) but also of rulers and their rules. Normally, a ceremonial
era. One thematic addition for nearly all fortifications of this time floor would be constructed, this usually made of basalt. A good exam-
is the use of the bell tower, serving both as guard outpost and mes- ple of Olmec philosophy can be found at La Venta.
saging center. Some examples of Early Muscovite architecture are
the Deposition Church of the Moscow Kremlin and the Troitse- Middle Preclassic (Maya): Urban planning was a critical factor
Sergiyeva Lavra (Holy Spirit Church of the Holy Trinity Lavra.) of Maya architecture, their constructions designed with city and
geography in mind, using the environment to their advantage.
Many of the buildings are square or rectangular, but always with
a high appreciation for geometric and mathematical patterns. Un-
like earlier efforts, those of this period do not tend toward extrane-
ous aesthetics, leaving decoration at a minimum (at least in many
cases.) Stone tended to replace previous wood or leaf buildings, but
Maya also utilized natural caverns for their dwellings, so a good mix
of development and cohabitation were apparent. Necessarily, the
edifices of Maya construction generally have multipurpose reasons,
usually surrounding a courtyard where games and sacrifices were
performed; regarding temples, they tend to be mostly flat-faced
with a step design in the rear, using deep and wide stones to make
walking one a chore. Interiors generally have corbelled vaults with
entrances triangular or having lintels. Some good examples of Maya
architecture include the Ruins of Palanque and Óoxmáa (Uxmal.)
ENGINEERING CASTLES — 25
of the standard longhouse; what matters most is that whatever Many of the above mentioned styles have pre-defined floor plans
material is available is used – nothing is left as dross, and nothing that are requisite for the structure to be considered of that style,
is discarded. Sometimes, depending on what is a needed, a natural as well as providing numerous visual clues regarding its outward
arctic condition such as a sink hole, will be used as a defensive appearance. If the style is façade only, it means the interior does
element; the cold and harshness is nearly always enough, how- not conform to the standards of the type, though it will superficially
ever, to stave off even the more durable and tenacious aggressor. appear to be so. In such cases, a number of regular polyhedral de-
Some fine examples of this method are found in Kakslauttanen signs can be used as the guiding model for the structure, or simply
Igloo Village (which, while not truly Eskimo in nature is certainly as desired by the Castle Keeper. This is the general floor plan of the
inspired by it) and many places on Greenland’s Thule area. main building; extraneous or superfluous substructure may have,
and often do, their own layout and parameters – the general size
cannot truly be determined until all the rooms (determined earlier)
are known and then crafted, and so, the Castle Keeper will need to
keep the basic symbol in mind when adding the details. In case of
conflicting or difficult designs, simplify – squares are much easier to
graph than overlapping oddities, so use only what brings comfort:
ENGINEERING CASTLES — 27
79 – 80 Bamboo 10
81 – 82 Ice 20
83 Lodestone / Magnetite 20
Magic Wall (Wall of Force,
84 20
Wall of Iron, Etc)
85 – 88 Mud 10
89 Cloudstuff 5
90 Liquid Dream 50
91 Chocolate / Sugar 10
92 Shadow or Light Essence 10
Fabric (Paper, Silk, Cotton,
93 – 94 20
Etc)
95 – 96 Glass 10
97 – 98 Rubber or Wax 10
99 Shift Stone 10
Gemstone (Diamond, Ruby,
00 10
Emerald, Etc)
Feybrick is a material used by the creatures that give its name to build
their homes, the material itself being available only in a particular
pocket dimension that sits between realities (including the Astral and
Ethereal). As such it is both extremely difficult to procure (magical
means is required) and extremely valuable, obtained in small quanti-
Literally made of the stuff of clouds, condensed fog and the like, the
ties only. Feybrick is naturally invisible when away from this plane and
material known as cloudstuff is very light (virtually weightless) allow-
bestows a peculiar quality when crafted into something – whatever
ing it to be used in places, such as on clouds, where others would fail.
is surrounded actually gets transplanted to the home reality, much
It is able to be subjected to weather controlling magic, however, so in
like a rope trick spell, making passage of time irrelevant (those within
heavily patrolled areas, there is usually strict regulations – it is also the
cannot see or interact with those outside through any means and vice
primary building component of flying, or aerial, castles but can prove
versa); exiting to other planes is, also, not possible because it exists
cumbersome due to its near-transparency and luminosity. Often sup-
between, and unconnected to, the normal stream.
plemented with magic, cloudstuff does not support a great amount of
Natively found only on the lowest and darkest of netherplanes, weight on its own, so large quantities are needed, these often gained
where fiendish creatures delight in torturing the damned, distilled by elementals bound to servitude, making it an expensive endeavor.
torment is a semisolid black material that radiates evil and makes
Liquid dream is the residue from a victim slain by an illusion, such
even the most vibrant soul feel uneasy and filled with dread – simply
as phantasmal killer, imparted with some element of the departed’s
being within 20 feet of the substance causes one to hear anguished
psyche making it the favorite material of madmen and the truly cha-
screams and pleas for mercy; those, including ones normally im-
otic. When viewed, a construction formed of the material seems to
mune to such effects such as halflings, who come closer and attempt
shift and flicker, slowly warping into whatever decorative feature is
to touch it are affected by a cause fear spell cast at 12th level abil-
desired; for example, one might see a hallway whose walls are made
ity, strengthening with each round spent in contact at a +2 level /
of thick liquid dream as an endless spiral staircase and another as an
round. Certain types of beings are drawn to this material, and con-
open field – this is, naturally, a deception. There is a variant, much
sider it sacred so its use outside such realms is minimal at best.
rarer, that allows its creator to imbue it with preset instructions, al-
Quarried from deposits on the ethereal plane, the grey stone known lowing only these to be witnessed by others. Pricing for the material
as etherite is invaluable for protecting one’s person and belongings is generally exorbitant and in high demand by those who know of it.
from threats that originate on another plane (including passage by
Culled from living darkness or light, shadow or light essence is a mate-
spells such as teleport or even blink), for its thick defense prevents such
rialized substance which reduces and inhibits visibility making it impos-
intrusion; it does not, however, prevent vision or magical scrying, and
sible to see what is within its confines; some creatures are particularly
appears as normal stone, albeit a slightly strange color, when seen on
fond of one or the other, such as undead enjoying the presence of abso-
the Prime. It is costly to construct with, generally reserved for the
lute darkness and are more likely to be found nearby, though it is also
wealthy to protect their wealth, but some tombs and other monu-
often used in prisons or protective devices. The material itself is a re-
ments have utilized it, a better threat to ward the aggressive thief.
newable resource but few actually expend the energy needed to obtain.
ENGINEERING CASTLES — 29
tion of this type could include the use of wall spells, such as fire, ity. It is a prohibitively expensive material and requires great re-
ice, iron, or force; other examples could include those of a purely sources to both locate and then “mine,” but for those who do, it
illusory nature, or even divine spells made permanent. is considered worth the effort. Likewise, sound is merely the same,
except it produces no visual effect – it is also, normally, found in a
Composed of the primal electrical abstraction, an item or structure different environment. For either, the concentration is critical as a
made from lightning tends to be produce magnetic fields when exposed dense amount of sound can be deafening, for example, and one of
to quantities of metal – the usual effect is similar to a telekinesis spell thick madness might cause one to become insane simply by contact.
though others are certainly possible such as actually producing lightning
bolts or shocking grasp on contact; non-ferrous and nonconductive ob- Time has one of two effects, based on how it is collected – it either
jects are generally not subject to the effects. Depending on the nature slows or hastes those nearby, often with a limit of 100 yards. It may
of how it is utilized, these types of components can also allow rapid be possible to intermingle or cause fluctuations in its use, but such
transit between locations within a larger building, without relying on should be considered experimental at worst and unique at best.
the more expensive and potentially less reliable teleportation magic. A clever Castle Keeper might use such things as a way to intro-
duce non-genre elements, perhaps using portions of StarSIEGE:
Magma or lava is very similar to ooze, save it is made of elemental fire Event Horizon or allowing a portal to the Tainted Lands.
and earth, releasing intense heat (averaging roughly 1000 degrees Cel-
sius or nearly 1800 Fahrenheit) which essentially disintegrates anything Similar to magma, the element of acid dissolves and destroys any-
directly inserted into its bowels; when it cools, a process that takes enor- thing placed within, such as those seeking to aggressively bypass
mous amounts of water of cold, it solidifies into a durable rock taking the walls. Damage is generally light, progressively worsening with
many different forms. Residual effects are the same as for heat, which exposure or density. Some creatures, such as certain types of drag-
can cause dehydration, exhaustion, and even hallucination. on, are noticeably attracted to the use of this material, as are cults
of death or destruction. It does tend to be used relatively rarely,
though especially important (and invulnerable) objects might be
encased within such a thing, to prevent casual removal.
Likewise, ash is very closely related to fog, but darker and warmer, ef-
fectively combining the traits of steam with that of fog, causing residual
damage with prolonged treatment and also impairing visual ability. It is
lightweight, and so cannot usually support loads of its own, and likely is
found near the precipice of a structure, or formed as a dome.
Mined from the pits of damnation itself, the black metal called
abyssal ore has a palpable sense of evil; simply being in touch with
the material causes sensations of hatred and fear, engulfing one
in rage – it is thus, normally, used to form defensive barracks and
the like, though at least one Prince has a throne composed of it; if
the whole structure is made of abyssal ore, an effect identical to a
desecrate spell is produced.
One of the few elemental metals not found amidst the cosmos,
copper is earth-bound and, when used in enormous amounts, pre-
vents (and possibly stores) current, allowing the structure to be A deep red alloy, vermeil is toxic, released by heat exposure, mak-
invulnerable to lightning-based attacks, or, potentially, to redirect ing it a dangerous tool to craft and a favorite of certain evil, or
them to their source if means for such are made available. Copper very defensive, beings such as red dragons or efreeti. The amount
is also generally easy to find, but difficult to smelt into pure form – of heat (expressed as damage dice) determines the severity of the
it is also a favorite of certain creatures, such as copper dragons and lethal odors emanated – as a general rule, divide the dice amount
kobolds, so maintaining a supply can prove difficult. (regardless of type) by 3 – 6 (Castle Keeper’s choice) and use that
Crafted through alchemical mastery, oricalc is a hybrid metal made as the effective spell level (or caster level for a given spell-like ef-
of parts of gold, silver, platinum and others which, when used in the fect, such as stinking cloud or cloudkill).
construction of anything further enchanted with magic, unleashes a Another of the naturally found elements, iron prevents summon-
hidden and powerful trait – whatever spell effect is released is done ing within and may cause some creatures, such as fey, to flee or
so at amplified ability, generally two-four levels higher than normal suffer residual damage over time, leading many to presume these
(the precise improvement depends a great deal on the purity of the creatures are inordinately affected by the substance. Iron is also
components used to form the oricalc.) It takes a very long time to extremely conductive and easily rusted so many pains are taken to
manufacture oricalc and there are few who know the process and of secure its stability as a building implement.
these, the secret is not shared with outsiders.
Negatium is a purple-tinted metal found only in the absence of eve-
Fulminite is a blue metal which, at times, appears white as if it is rything else, such as on planes of abeyance or limbo; when used to
laced with radiant energy; in fact, the metal is fused and solidified construct something, the defenders find it quite suitable against hose
on the anvils of certain giants (most notably storm and cloud) with a heavy reliance on magical attacks for the metal dispels and
from collected storm residue. Used in the making of defensive renders all but the most powerful moot, ineffectual. However, for all
walls, typically, and sometimes as a key component for various its impressive ability, it is physically inferior and easily cracked or de-
siege weapons, the metal showcases its quality: when striking a stroyed, making it a prime candidate for use within other defenses,
solid surface, especially one made of metal, a field of force is re- especially around key individual chambers, such as a throne or master
leased which has an effect similar to a fireball except that it is not bedroom – it is also often (or rather, as often as the rare substance can
heat but raw force; the level of the effect is variable (as a guide- be found in any quantity suitable) used in prison-making.
lines, simply roll 1d20,) however, so it is used less often than one
would expect as those who make it also fear it, for if it came into Chaotic and shifting, somewhat like a pseudo-intelligent quicksil-
the hands of lesser beings, it could be devastating. ver, bedlam steel also visually resembles the same, being a bright
ENGINEERING CASTLES — 31
silver and extremely heavy; it, too, is nearly a liquid but its great
density does provide stability (in fact, it is sometimes referred to
as ooze alloy). Unlike the more commonly found medium, bedlam
steel is both extraordinarily rare and highly regarded, at least by
most knowledgeable things, as unstable and essentially unusable.
It is not, however, for those who dare to tempt it find an interest-
ing effect: any living creature that is surrounded by bedlam steel
for an extended time is slowly transformed, in strange and unpre-
dictable ways – for the Castle Keeper, this means a great deal, for
one can simply have Creature X exhibit the forms and functions
of a completely different Creature Y, even to the point of having
abilities of things unknown.