Industrial Facilities¶
Industrial and utility installations. For workers see Households and Traders.
Details¶
Locations¶
Foundry. Where metal is melted and cast. A foundry has:
- Furnace hall: the smelting floor. Two or three brick furnaces with bellows, ready coal, tongs and ladles on the walls. Loud, hot, smoky.
- Casting floor: where molten metal is poured into molds. Sand beds, pattern boards, ingots cooling on racks.
- Pattern shop: the woodworkers' room where casting patterns are carved and stored.
- Fuel yard: the coal or charcoal stockpile. Wagons pull up here to unload.
- Slag heap: the waste dump, outside the walls.
- Foreman's cottage: the foreman's residence.
- Loot: finished ingots on the casting floor (5 sp of iron, 25 gp of silver, or 250 gp of gold per ingot); coal or charcoal (10 gp per wagonload); tools (spades, tongs, hammers, molds); the foreman's cashbox with the week's payroll (2d20 gp).
Kiln. Where brick, tile, or pottery is fired. A kiln has:
- Kiln structure: one or more brick firing chambers, each with a firebox at the base. Loading doors are sealed with mud on firing days. Smoke stacks are outside.
- Molding shed: the shaping floor. Long tables where clay is worked, molds on shelves, raw pieces on drying racks.
- Drying yard: open ground where shaped pieces sit before firing, covered against rain.
- Clay pits: where the raw clay is dug. A wagon rut runs between the pits and the kiln.
- Fuel yard: stacks of split wood or charcoal.
- Kilnmaster's cottage: the kilnmaster's residence.
- Loot: finished pieces on the drying yard (2 gp per wagonload of bricks or tile; 2d10 gp per wagonload of pottery); tools (molds, trowels, wooden paddles); the kilnmaster's cashbox (2d20 gp).
Mine. Underground extraction of ore. A mine has:
- Shaft mouth: an entrance to the workings framed by large timbers. A windlass overhead for hauling ore up.
- Main drift: the primary tunnel from the mouth to the working face. Timber props and cross-beams every few feet. Rails or plank floors for carts. Lamps in wall brackets.
- Working face: where the crew is currently digging. Loose stone, dust, and the echo of picks.
- Sorting floor: where hauled ore is picked over (often women and children of the miners' households). Waste goes to the slag heap, ore is bagged.
- Ore sheds: where sorted ore is stored before shipment.
- Sump: low point where groundwater collects. A crew keeps the lower workings from flooding.
- Lower workings: the deepest tunnels. They are narrow, hot, and poorly ventilated. The best ore is found and most accidents happen here.
- Old workings: abandoned drifts from earlier operations. Sealed with rubble or a plank door. Often unstable.
- Tool store: locked side chamber for picks, lamp oil, spare timber, rope.
- Blacksmith's forge: for repairing picks, sharpening tools, etc.
- Foreman's cabin: the foreman's office and residence. Shift ledger, pay chest, mine map on the wall.
- Bunkhouse: communal housing for the crew. Rows of straw pallets, a shared hearth, common latrine. In a mining village, miners also live in Miner Households.
- Company Store: the mine's supply post. Miners buy food, tools, boots, and small luxuries; wages are sometimes paid partly in credit here.
- Cook House: long room with a hearth, tables, and benches.
- Mine Bell: small bell at the mine mouth. Rung at shift change and for emergencies.
- Staff: where the Mine is not attached to a Mining Village, a Foreman (a Rulers Steward variant; see Rulers: Steward), an imported crew of Miners (Commoners) housed in the Bunkhouse, 1-4 Guards, and Support Staff live on site.
- Hazards: cave ins may happen when stressed timber gives (DC 15 Dexterity). Foul air in the lower workings (DC 12 Constitution save every 10 minutes or gain one level of exhaustion). Flash flood in the sump: DC 15 Strength (Athletics) check to reach higher ground.
- Loot: raw ore in carts on the drift (2d10 gp value); tools in the Tool Store (20 gp); ore in the sheds (1d100 gp of iron ore); the foreman's pay chest (2d20 gp); the Company Store's goods (5d20 gp) and cashbox (3d10 gp).
Quarry. Open pit extraction of stone such as sandstone, limestone, granite, or marble. A quarry has:
- Quarry face: the working cliff. Wedge marks and drill holes cover the rock. Workers pry blocks free with sledges, wedges, and levers.
- Loading floor: where cut blocks are lifted onto wagons or sledges. A tall wooden derrick with rope and pulleys handles the heavy pieces.
- Stone stack: the yard where blocks wait for shipment, sorted by size and grade.
- Cutting shed: where finer work is done: dressing corners, cutting inscriptions, shaping decorative pieces.
- Foreman's cabin: the foreman's office and residence.
- Workers' shanties: quarrymen's housing.
- Loot: cut blocks in the stack (50 gp per wagonload of common stone; 50 gp per block of marble or granite); tools (sledges, wedges, drills, chisels); the foreman's pay chest (2d20 gp).
Sawmill. Water powered mill for cutting logs into planks and timbers. A sawmill has:
- Head race: the channel that carries water from a stream to the mill wheel.
- Mill wheel: the driving wheel. Wooden, geared to the interior shaft.
- Log yard: where felled logs are stored, sorted, and staged for the saw. At a streamside if logs float in.
- Saw floor: the working area. Framed saw and log carriage, timber stacked along the walls.
- Lumber shed: where cut planks and timbers are stored. Behind a strong lock.
- Sawyer's cottage: the sawyer's residence.
- Wagon yard: where timber crews unload logs and load cut lumber.
- Loot: stored lumber (50 gp per wagonload); tools (saw blades, axes); the sawyer's cashbox with the day's fees (2d20 gp).
Tannery. Hide preparation and leather finishing. Loud, and foul smelling. Sits at the downwind edge of a settlement. A tannery has:
- Beam house: the receiving floor. Fresh hides come in here for scraping and fleshing.
- Lime pits: rows of open pits where hides soak in lime to loosen the hair. The stench comes from here.
- Tan pits: deeper pits with bark liquor. Hides soak for weeks.
- Currying shop: where dressed leather is oiled, stretched, and finished. Rolls of finished leather on shelves.
- Drying shed: covered racks where leather hangs to dry between stages.
- Tanner's cottage: the tanner's residence.
- Loot: finished leather rolls in the currying shop (50 gp market value); raw hides in the beam house (1d10 gp per hide); tools (scrapers, fleshing knives, currying rods); the tanner's cashbox (2d20 gp).
Windmill. Wind powered mill for grinding grain into flour. A windmill has:
- Sails and tower: the driving mechanism. Four canvas sails on a rotating cap atop a stone or timber tower, geared to the interior shaft.
- Mill house: the working floor. Hopper and grindstones fed by the shaft above. Sacks of grain and flour stacked along the walls.
- Granary: where grain and flour are stored. Behind a strong lock.
- Miller's cottage: the miller's residence.
- Wagon yard: where farmers unload grain and pick up flour.
- Loot: stored grain or flour (2d100 gp per wagonload); tools (grindstones, sieves, sacks); the miller's cashbox with the day's fees (2d20 gp).