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Pathfinder Reference Document

Buildings and Organizations

This section presents many standard buildings and organizations. Each example lists exactly what rooms or teams are used to construct it, a total of each type of capital required if you want to construct one of your own, and a gp total if you want to purchase a completed building of this type. The listed gp value assumes you are purchasing the building instead of constructing it by spending earned capital (see Purchased Cost values from the Capital Values table).

The examples that follow are not the only ways to construct these kinds of buildings and organizations. A particular Inn might have two Lodgings instead of one, include a Trophy Room instead of a Bar, or display a Statue of the goddess of travelers. A Thieves' Guild might be larger and more thuggish because it includes more Cutpurses and Soldiers than are listed in this section. Use these as typical examples of these kinds of buildings and organizations, a baseline for designing your own versions, or a springboard for ideas on how to use this system to design whatever you want. The system is designed to be flexible so you can construct the kind of building you want to own.

Interspersed with these stat blocks are example maps of various types of buildings. These maps are not intended to exactly correspond to the buildings described in this section. Rather, you can use these maps as inspiration for buildings of their type or adapt them to other purposes. For example, even if players aren't using the downtime system to construct or purchase buildings of their own, a busy GM can use the maps for encounters in town.

Construction Examples

The following are examples of how you can construct your own Inn using rooms or create your own Thieves' Guild using teams.

Inn

Suppose you want to spend downtime constructing a friendly traveler's Inn. It needs a Bar so it can sell drinks, and a Kitchen so it can serve food. Guests need a place to eat and rooms to sleep in, so it must include a Common Room and a Lodging. To keep your guests' horses safe, it must include a Stall. By adding up all the Goods, Influence, Labor, and Magic values in the Create and Time entries of the rooms' stat blocks, you get a total of 33 points of Goods, 3 points of Influence, 32 points of Labor, and 90 days. By spending that capital, after 90 days of construction time your inn is finished.

Alternatively, if you just wanted to purchase a completed Inn and the GM says one is available, you can add up the gp cost listed in the Create entries of the Inn's rooms and pay that amount to the current owner. For the friendly traveler's Inn described above, that total price is 1,390 gp.

Thieves' Guild

Suppose you want to create a network of thieves and spies in town. You need eyes and ears on the street, so you should include a Cutpurse team. You want people to be able to break into homes and steal valuables, so you should include a Robber team. To hide your wealth from the tax collector, you need a Bureaucrat team. By adding up all the Goods, Influence, Labor, and Magic values in the Create and Time entries of the rooms' stat blocks, you get a total of 3 points of Goods, 11 points of Influence, 6 points of Labor, and 6 days. If you spend that capital, after 6 days of recruiting, your guild is ready to work.

Alternatively, if you wanted to just purchase an existing guild, with the GM's approval you can add up the gp prices for those teams and pay that amount to the current guildmaster. For the Thieves' Guild described above, the total price is 510 gp.

Restrictions on Earnings

Whether a unit generates its listed capital depends on your intentions for the building or organization, and should follow common sense. For example, if you construct a building with a Bar, Common Room, and Kitchen, you might want to use it as a tavern or a headquarters for your adventuring party. If it's a tavern, it's open to the public and generates capital. Otherwise, it's a private building and doesn't generate capital because it's used by only you and your friends. If you start your own cult with Acolytes and Priests, you might decide they sell healing and generate income. If your thieves' guild has Acolytes, you might decide they only heal members of your guild, and therefore don't generate income.

If you intend for your building or organization to generate capital, you must explain to the GM how it does so. You can change the purpose of your building or organization (for example, renovating an old military barracks into an inn or turning your greedy cult into a generous one) and in doing so change the capital it generates. You should choose one idea and stick to it, however, as a business that's open to the public on an irregular basis makes less money, as does a business that frequently changes its purpose. The GM might reduce the capital buildings generate in such situations.

Buildings

Below are example buildings and their component rooms. Note that many of these buildings can also be found in the kingdom-building rules.

Academy

Create 120 Goods, 16 Influence, 109 Labor, 3 Magic (5,360 gp)

Rooms 1 Alchemy Lab, 2 Baths, 1 Bedroom, 1 Bell Tower, 1 Book Repository, 1 Bunks, 2 Classrooms, 1 Common Room, 1 Courtyard, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Observation Dome, 2 Offices, 1 Scriptorium, 1 Sitting Room, 1 Statue

An institution of higher learning.

Alchemist

Create 48 Goods, 2 Influence, 41 Labor, 1 Magic (1,940 gp)

Rooms 1 Alchemy Lab, 1 Bedroom, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage, 1 Storefront

The laboratory and home for a creator of potions, poisons, and alchemical items.

Arena

Create 109 Goods, 20 Influence, 96 Labor, 1 Magic (4,800 gp)

Rooms 1 Bar, 1 Bath, 4 Battle Rings, 1 Game Room, 1 Infirmary, 1 Lavatory, 1 Office, 1 Storage, 1 Storefront

A large public structure for competitions, demonstrations, team sports, or bloodsports.

Bank

Create 39 Goods, 3 Influence, 35 Labor (1,570 gp)

Rooms 1 Guard Post, 2 Offices, 1 Secret Room, 1 Storefront, 2 Vaults

A secure building for storing coins and valuables, and for making loans to those in need.

Bardic College

Create 107 Goods, 13 Influence, 109 Labor, 1 Magic (4,810 gp)

Rooms 1 Auditorium, 2 Baths, 1 Bedroom, 1 Book Repository, 1 Bunks, 2 Classrooms, 1 Common Room, 1 Courtyard, 1 Kitchen, 1 Lavatory, 2 Offices, 1 Scriptorium, 1 Sitting Room, 1 Statue, 1 Storage

A center for artistic learning in the visual and performing arts, literature, music, and lore.

Barracks

Create 80 Goods, 18 Influence, 73 Labor, 1 Magic (3,700 gp)

Rooms 2 Armories, 1 Bedroom, 2 Bunks, 1 Common Room, 1 Dojo, 1 Guard Post, 1 Infirmary, 1 Kitchen, 1 Lavatory, 1 Office, 1 Storage

A building to house guards, militias, or other military forces.

Black Market

Create 53 Goods, 6 Influence, 48 Labor (2,200 gp)

Rooms 1 Armory, 1 Cell, 1 Escape Route, 1 False Front, 1 Guard Post, 1 Office, 1 Secret Room, 1 Storage, 1 Vault

A secret shop that buys and sells a variety of shady, dangerous, and illicit wares.

Brewery

Create 36 Goods, 3 Influence, 32 Labor (1,450 gp)

Rooms 1 Bar, 1 Brewery, 1 Kitchen, 1 Office, 2 Storages, 1 Workstation

A building for beer and ale brewing, winemaking, distilling, or some similar use.

Bureau

Create 55 Goods, 6 Influence, 52 Labor, 1 Magic (2,420 gp)

Rooms 1 Book Repository, 1 Lavatory, 4 Offices, 2 Scriptoriums, 1 Sitting Room, 2 Storages

A large warren of offices for clerks and record-keepers working for a guild or government.

Caster's Tower

Create 88 Goods, 9 Influence, 81 Labor, 11 Magic (4,750 gp)

Rooms 1 Artisan's Workshop, 1 Bath, 1 Bedroom, 1 Cell, 1 Ceremonial Room, 1 Kitchen, 1 Lavatory, 1 Magical Repository, 1 Office, 1 Scriptorium, 1 Scrying Room, 1 Sitting Room, 1 Storage

The home and laboratory for a spellcaster.

Castle

Create 165 Goods, 31 Influence, 148 Labor, 2 Magic (7,390 gp)

Rooms 2 Armories, 3 Bedrooms, 2 Bunks, 1 Cell, 1 Courtyard, 1 Crypt, 4 Defensive Walls, 1 Drawbridge, 1 Escape Route, 1 Garden, 1 Gatehouse, 1 Gauntlet, 1 Kitchen, 1 Lavatory, 1 Office, 1 Sitting Room, 1 Stall, 2 Storages

An elaborate fortified home, a noble's retreat, or the heart of a settlement's defenses.

Cathedral

Create 91 Goods, 12 Influence, 84 Labor, 11 Magic (4,960 gp)

Rooms 1 Altar, 1 Bedroom, 1 Bell Tower, 1 Book Repository, 1 Cell, 1 Ceremonial Room, 1 Confessional, 1 Courtyard, 1 Crypt, 1 Garden, 1 Office, 1 Reliquary, 1 Sanctum, 1 Sitting Room, 1 Statue, 1 Storage

A center of religious and spiritual leadership.

Courthouse

Create 43 Goods, 2 Influence, 41 Labor, 1 Magic (1,840 gp)

Rooms 1 Book Repository, 2 Cells, 1 Common Room, 2 Offices, 1 Sitting Room

A building where cases are heard and disputes resolved according to the rule of law by generally impartial justices.

Dance Hall

Create 53 Goods, 1 Influence, 53 Labor (2,150 gp)

Rooms 1 Ballroom, 1 Bar, 1 Common Room, 1 Lavatory, 1 Office, 1 Sitting Room, 1 Storage

An establishment for dancing, drinking, and consorting with attractive people. It is often a place where members of different social classes can intermingle discreetly, sometimes using masks or other disguises.

Exotic Artisan

Create 44 Goods, 1 Influence, 41 Labor (1,730 gp)

Rooms 1 Artisan's Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage, 1 Storefront

The workshop and home for a creator of magic items, a fireworks maker, a glassblower, or the like.

Farm

Create 53 Goods, 1 Influence, 50 Labor (2,090 gp)

Rooms 1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room

A small family farm or ranch.

Fort

Create 136 Goods, 25 Influence, 124 Labor, 1 Magic (6,050 gp)

Rooms 2 Armories, 1 Bedroom, 2 Bunks, 1 Cell, 1 Common Room, 1 Courtyard, 3 Defensive Walls, 1 Dojo, 2 Fortifications (in the Common Room and Gatehouse), 1 Gatehouse, 1 Infirmary, 1 Kitchen, 1 Lavatory, 1 Office, 1 Storage, 1 War Room

A fortified outpost for bandits, mercenaries, soldiers, or dangerous humanoids.

Garrison

Create 126 Goods, 32 Influence, 112 Labor, 1 Magic (5,820 gp)

Rooms 4 Armories, 2 Bedrooms, 4 Bunks, 1 Common Room, 1 Dojo, 1 Guard Post, 1 Infirmary, 1 Kitchen, 1 Lavatory, 2 Offices, 2 Storages

A large building to house armies, train guards, and recruit militias; it is larger and more versatile than a Barracks.

Granary

Create 30 Goods, 30 Labor (1,200 gp)

Rooms 10 Storages

A place to store grain and food.

Graveyard

Create 18 Goods, 12 Influence, 19 Labor, 5 Magic (1,600 gp)

Rooms 3 Burial Grounds, 1 Crypt, 1 Statue

A plot of land where the dead are buried and honored.

Guildhall

Create 67 Goods, 66 Labor (2,660 gp)

Rooms 1 Common Room, 1 Kitchen, 1 Lavatory, 2 Offices, 1 Secret Room, 1 Sitting Room, 2 Storages, 3 Workstations

The headquarters for a guild or similar organization.

Herbalist

Create 52 Goods, 1 Influence, 48 Labor (2,030 gp)

Rooms 1 Artisan's Workshop, 1 Bedroom, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage, 1 Storefront

The workshop and home of a gardener, healer, poisoner, or potion crafter.

Hospital

Create 45 Goods, 4 Influence, 43 Labor, 2 Magic (2,080 gp)

Rooms 1 Bath, 1 Common Room, 2 Infirmaries, 1 Lavatory, 1 Office, 1 Statue, 1 Storage, 1 Storefront, 1 Workstation

A building designated as a place for healing the sick.

House

Create 32 Goods, 1 Influence, 31 Labor (1,290 gp)

Rooms 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage

A small cottage that can house up to two adults or a new family.

Inn

Create 52 Goods, 5 Influence, 47 Labor (2,130 gp)

Rooms 1 Bar, 1 Bath, 1 Bedroom, 1 Common Room, 1 Kitchen, 1 Lavatory, 1 Lodging, 1 Stall, 1 Storefront

A place for visitors to stay and rest.

Jail

Create 40 Goods, 5 Influence, 33 Labor (1,610 gp)

Rooms 4 Cells, 1 Guard Post, 1 Office, 1 Storage, 1 Torture Chamber

A fortified structure for confining criminals.

Library

Create 29 Goods, 4 Influence, 28 Labor, 2 Magic (1,460 gp)

Rooms 2 Book Repositories, 1 Common Room, 1 Office, 1 Storage

A large building containing an archive of books.

Luxury Store

Create 28 Goods, 1 Influence, 22 Labor (1,030 gp)

Rooms 1 Furnishings (Storefront), 1 Office, 1 Storage, 1 Storefront, 1 Vault

A shop that specializes in expensive wares and luxuries.

Magic Shop

Create 40 Goods, 1 Influence, 33 Labor, 1 Magic (1,590 gp)

Rooms 1 Furnishings (Storefront), 1 Office, 1 Reliquary, 1 Storage, 1 Storefront, 2 Vaults

A shop that specializes in buying and selling magic items, spells, and magical remedies.

Magical Academy

Create 121 Goods, 17 Influence, 110 Labor, 5 Magic (5,630 gp)

Rooms 1 Alchemy Lab, 2 Baths, 1 Bedroom, 1 Bell Tower, 1 Bunks, 2 Classrooms, 1 Common Room, 1 Courtyard, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Magical Repository, 1 Observation Dome, 2 Offices, 1 Scriptorium, 1 Sitting Room, 1 Statue

An institution for training students in the magical arts.

Mansion

Create 132 Goods, 4 Influence, 120 Labor (5,160 gp)

Rooms 1 Bar, 1 Bath, 4 Bedrooms, 1 Escape Route, 2 Furnishings (Bedroom and Sitting Room), 1 Kitchen, 1 Laundry, 1 Lavatory, 1 Lodging, 1 Office, 1 Secret Room, 2 Sitting Rooms, 1 Stall, 2 Storages

A huge manor housing a rich family and its servants.

Menagerie

Create 200 Goods, 33 Influence, 188 Labor (8,750 gp)

Rooms 2 Animal Pens, 1 Courtyard, 4 Defensive Walls, 1 Farmland, 1 Guard Post, 6 Habitats, 1 Hatchery, 1 Kitchen, 1 Lavatory, 2 Offices, 1 Stall, 2 Storages, 1 Storefront

A large park stocked with exotic animals and magical beasts.

Military Academy

Create 142 Goods, 16 Influence, 129 Labor, 2 Magic (6,100 gp)

Rooms 1 Armory, 1 Bath, 1 Bedroom, 1 Bell Tower, 1 Book Repository, 1 Cell, 2 Classrooms, 1 Common Room, 1 Courtyard, 1 Dojo, 1 Greenhouse, 1 Infirmary, 1 Kitchen, 1 Lavatory, 1 Lodging, 2 Offices, 1 Scriptorium, 1 Sitting Room, 1 Statue, 1 Storage, 1 War Room

An institution dedicated to the study of war and the training of elite soldiers and officers.

Mill

Create 17 Goods, 16 Labor (660 gp)

Rooms 1 Mill Room, 1 Office, 2 Storages

A building used to cut lumber or grind grain.

Mint

Create 49 Goods, 2 Influence, 45 Labor (1,940 gp)

Rooms 1 Artisan's Workshop, 1 Fortification (Vault), 1 Guard Post, 1 Lavatory, 1 Office, 1 Storage, 2 Vaults

A secure building where coinage is minted and standard weights and measures are kept.

Monastery

Create 58 Goods, 15 Influence, 53 Labor, 6 Magic (3,270 gp)

Rooms 1 Altar, 1 Bath, 1 Book Repository, 1 Bunks, 1 Courtyard, 1 Crypt, 1 Garden, 1 Kitchen, 1 Laundry, 1 Lavatory, 1 Office, 2 Sanctums, 1 Scriptorium

A cloister for meditation and study.

Monument

Create 10 Goods, 8 Labor (360 gp)

Rooms 1 Furnishings (Statue), 1 Statue

A statue of a famous person, a memorial for fallen warriors, or a public display of art.

Museum

Create 47 Goods, 5 Influence, 43 Labor, 1 Magic (2,050 gp)

Rooms 1 Guard Post, 1 Office, 1 Reliquary, 2 Statues, 2 Storages, 1 Storefront, 2 Trophy Rooms, 1 Vault

A place to display art and artifacts both modern and historical.

Noble Villa

Create 218 Goods, 16 Influence, 204 Labor (8,920 gp)

Rooms 1 Bar, 1 Bath, 4 Bedrooms, 2 Courtyards, 4 Defensive Walls, 1 Escape Route, 2 Furnishings (Bedroom and Sitting Room), 1 Garden, 1 Gatehouse, 1 Kitchen, 1 Labyrinth, 1 Laundry, 1 Lavatory, 1 Lodging, 2 Offices, 2 Secret Rooms, 2 Sitting Rooms, 1 Stall, 1 Statue, 2 Storages, 1 Trophy Room, 1 Vault

A sprawling manor with luxurious grounds.

Observatory

Create 32 Goods, 4 Influence, 31 Labor, 2 Magic (1,580 gp)

Rooms 1 Book Repository, 1 Lavatory, 1 Observation Dome, 1 Office, 1 Scriptorium, 1 Storage

A high dome or tower with optical devices for viewing the heavens.

Orphanage

Create 63 Goods, 7 Influence, 62 Labor, 1 Magic (2,810 gp)

Rooms 1 Bedroom, 1 Bunks, 1 Classroom, 1 Common Room, 1 Courtyard, 1 Infirmary, 1 Kitchen, 1 Laundry, 1 Lavatory, 1 Nursery, 1 Office, 2 Storages

A place for taking care of a large number of orphans.

Palace

Create 453 Goods, 42 Influence, 421 Labor, 9 Magic (19,640 gp)

Rooms 1 Altar, 1 Ballroom, 1 Bar, 2 Baths, 6 Bedrooms, 1 Bunks, 1 Cell, 1 Common Room, 2 Courtyards, 1 Crypt, 6 Defensive Walls, 1 Escape Route, 6 Furnishings (in the Ballroom, 2 Bedrooms, Office, Sitting Room, and the Throne Room), 1 Garden, 1 Gatehouse, 2 Kitchens, 1 Labyrinth, 1 Laundry, 2 Lavatories, 2 Lodgings, 2 Offices, 1 Sanctum, 3 Secret Rooms, 3 Sitting Rooms, 1 Sports Field, 4 Stalls, 2 Statues, 6 Storages, 1 Throne Room, 1 Trophy Room, 2 Vaults, 1 War Room

A grand edifice and grounds demonstrating wealth, power, and authority to the world.

Pier

Create 22 Goods, 3 Influence, 20 Labor (930 gp)

Rooms 1 Animal Pen, 1 Dock, 1 Office, 2 Storages

Warehouses and workshops for docking ships and handling cargo and passengers.

School

Create 58 Goods, 5 Influence, 53 Labor (2,370 gp)

Rooms 1 Bell Tower, 2 Classrooms, 1 Common Room, 1 Courtyard, 1 Kitchen, 1 Lavatory, 1 Office, 2 Storages, 1 Workstation

A place for educating children and young adults.

Shop

Create 14 Goods, 1 Influence, 12 Labor (550 gp)

Rooms 1 Lavatory, 1 Office, 1 Storage, 1 Storefront

A general store.

Shrine

Create 3 Goods, 1 Influence, 4 Labor, 1 Magic (270 gp)

Rooms 1 Altar, 1 Statue

A shrine, idol, sacred grove, or similar holy site.

Smithy

Create 18 Goods, 1 Influence, 17 Labor (730 gp)

Rooms 1 Forge, 1 Office, 2 Storages

An armorsmith, blacksmith, or weaponsmith.

Stable

Create 42 Goods, 3 Influence, 39 Labor (1,710 gp)

Rooms 1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage

A structure for housing or selling horses and other mounts.

Stockyard

Create 42 Goods, 4 Influence, 37 Labor (1,700 gp)

Rooms 4 Animal Pens, 1 Lavatory, 1 Office, 1 Pit, 1 Storage, 1 Workstation

Barns and pens where herd animals are stored and prepared for nearby slaughterhouses.

Tannery

Create 20 Goods, 1 Influence, 20 Labor (830 gp)

Rooms 1 Laundry, 1 Lavatory, 1 Leather Workshop, 1 Office, 1 Pit, 1 Storage

A structure where workers prepare hides and leather.

Tavern

Create 22 Goods, 1 Influence, 22 Labor (910 gp)

Rooms 1 Bar, 1 Common Room, 1 Lavatory, 1 Office, 1 Storage

An eating or drinking establishment.

Temple

Create 28 Goods, 2 Influence, 29 Labor, 2 Magic (1,400 gp)

Rooms 1 Altar, 1 Bedroom, 1 Common Room, 1 Confessional, 1 Office, 1 Sanctum, 1 Statue, 1 Storage

A large place of worship dedicated to a deity.

Tenement

Create 41 Goods, 16 Influence, 41 Labor (2,120 gp)

Rooms 4 Bunks, 1 Kitchen, 1 Lavatory, 1 Office, 1 Storage

A flophouse for housing a large number of people who pay low rent.

Theater

Create 41 Goods, 2 Influence, 46 Labor (1,800 gp)

Rooms 1 Auditorium, 1 Lavatory, 1 Office, 1 Secret Room, 2 Storages, 1 Storefront

A venue for entertainment such as plays, operas, and concerts.

Town Hall

Create 23 Goods, 2 Influence, 23 Labor (980 gp)

Rooms 1 Common Room, 1 Lavatory, 1 Office, 1 Scriptorium, 1 Storage

A public venue for holding town meetings, with storage for town records.

Trade Shop

Create 19 Goods, 1 Influence, 16 Labor (730 gp)

Rooms 1 Lavatory, 1 Storage, 1 Storefront, 1 Workstation

A shop front for a tradesperson such as a baker or butcher.

University

Create 94 Goods, 10 Influence, 88 Labor, 2 Magic (4,140 gp)

Rooms 1 Bath, 1 Bell Tower, 1 Book Repository, 2 Classrooms, 1 Common Room, 1 Courtyard, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Observation Dome, 2 Offices, 1 Scriptorium, 1 Sitting Room, 1 Statue

An institution of higher learning.

Watchtower

Create 35 Goods, 9 Influence, 25 Labor (1,470 gp)

Rooms 1 Armory, 1 Bell Tower, 1 Gatehouse

A tall structure that serves as a guard post.

Waterfront

Create 63 Goods, 10 Influence, 56 Labor (2,680 gp)

Rooms 2 Animal Pens, 4 Docks, 1 Office, 4 Storages, 1 Workstation

A port for waterborne arrival and departure, with facilities for shipping and shipbuilding.

Organizations

This section details several standard organizations, the cost of creating them, and which teams from the downtime system you can recruit to form them. Unless you own a building where these people can reside, they have their own homes.

Artisans' Guild

Create 8 Goods, 10 Influence, 14 Labor (740 gp)

Teams 1 Bureaucrats, 2 Craftspeople, 2 Laborers

Artisans and assistants who create quality goods.

Bounty Hunters

Create 8 Goods, 8 Influence, 10 Labor (600 gp)

Teams 1 Archers, 1 Bureaucrats, 1 Driver

Fighters trained to find and capture criminals and escapees.

Brute Squad

Create 7 Goods, 8 Influence, 13 Labor (640 gp)

Teams 1 Robbers, 2 Soldiers

A gang of well-armed professionals who throw their weight around on your behalf.

Cabal

Create 16 Goods, 12 Influence, 8 Labor, 24 Magic (3,240 gp)

Teams 4 Apprentices, 1 Mage, 1 Sage

A study group of peers and apprentices devoted to arcane mysteries and research.

Caravan Crew

Create 6 Goods, 3 Influence, 7 Labor (350 gp)

Teams 2 Drivers, 1 Guards, 1 Laborers

Travelers skilled in loading, transporting, and unloading trade goods from animals, wagons, and ships.

Cult

Create 15 Goods, 11 Influence, 17 Labor, 18 Magic (2,770 gp)

Teams 4 Acolytes, 2 Guards, 1 Priest

A splinter religion or secret society that believes yours is the true faith.

Entourage

Create 6 Goods, 9 Influence, 7 Labor (530 gp)

Teams 1 Bureaucrats, 1 Driver, 2 Lackeys

Friends and toadies who take care of your eating, sleeping, travel, and entertainment arrangements.

Fight Club

Create 5 Goods, 7 Influence, 10 Labor (510 gp)

Teams 1 Driver, 1 Guards, 1 Laborers, 1 Lackeys, 1 Scofflaws

A possibly illegal association of boxing aficionados.

Hunting Party

Create 5 Goods, 6 Influence, 11 Labor (500 gp)

Teams 1 Archers, 1 Laborers, 1 Lackeys

The necessary guides and assistants for sport hunting.

Mercenary Company

Create 18 Goods, 13 Influence, 25 Labor, 6 Magic (1,850 gp)

Teams 1 Elite Archers, 2 Elite Soldiers, 1 Priest

A well-armed group of warriors who are loyal to you, and who are paid to guard or fight.

Ship Crew

Create 1 Goods, 2 Influence, 4 Labor (160 gp)

Teams 1 Laborers, 1 Sailors

The crew of a small sailing vessel.

Theater Company

Create 15 Goods, 17 Influence, 13 Labor, 20 Magic (3,070 gp)

Teams 5 Apprentices, 1 Bureaucrats, 1 Craftspeople, 1 Laborers

Performers, set dressers, and costumers for an acting troupe or similar group.

Thieves' Guild

Create 4 Goods, 15 Influence, 12 Labor (770 gp)

Teams 2 Cutpurses, 1 Robbers, 1 Scofflaws, 1 Soldiers

A band of criminals and thugs who commit illegal acts.

Vagabonds

Create 10 Goods, 13 Influence, 13 Labor, 7 Magic (1,550 gp)

Teams 1 Acolyte, 1 Apprentice, 1 Cutpurses, 2 Drivers, 1 Guards, 1 Laborers, 1 Scofflaws

Unsavory wanderers skilled at stage magic, fortunetelling, rigged games, and snake oil.