Very useful for ideas about how to get players to settle in an area and play whack-a-diremole. It explained how a lord could give what appeared to be a good deal, but also how to bind the PCs closer. Building construction was done assuming regular construction rules (i.e. without magical enhancement, but that would be beyond the scope, and most magical enhancements already include rules within their descriptions).
Three options for quality of land types, though a GM can easily pick something between them. The GM could also mke up rules for letting the players improve the land ("Hey Druid, get to work", "Hey Cleric, know any naature gods or goddesses?", "Wizard, what are you doing now?") It gave a good and basic overview about what land would be like in a city, and icluded rules for equipping a home, quality of goods, etc.
It does not cover stting up a building for crafting, but that is not this book's purpose. It is to give a rough guide to ownership of land, basic home furnishings, basic land pathing (roads and bridges), and rough guide to making money off a farm.
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