Crammed into just a few short pages, this work looks at some of the spectacular buildings that you might encounter in your travels around your campaign world and the effect that they have on their surroundings.
Buildings having effects? Well, think about the presence of a good library making research a bit easier, or a specialist herb garden having some of the rare plants the party's herbalist has been looking for the past few years. Even swanky private residences can at the very least raise the tone of the surrounding area, whilst 'construction yards' - aggregations of craftsmen - can facilitate the manufacture of masterwork items.
Scatter a few of these around, and the characters will soon get to know which town to visit depending on their immediate needs - because the buildings that faciliate those needs are located there. As you create them, think about how their appearance might reflect their significance: many may be attractions in their own right - a spectacular library might attract gawkers and sightseers as well as those who thirst for knowledge. There also may be knock-on effects... somewhere with a good library may attract a scholarly community and before you know it a university forms, and attracts students to the town.
Ideas to have at the back of your mind when world building, and yet of practical application too.