This is not a fully formulated wish, rather a suggestion for future developments, and a basis for potential wishes. (I hesitated to put it in General Discussions).
The setting uses a variety of buildings to make Yliakum a rich environment. We have great temples, forges, a fortress, taverns, various shops, a library, soon a university and a hospital, etc. Many of them have a very modern flavor (tavern, library...), while some very common medieval or antique elements are not there (yet?). I'll try to avoid the ones probably in the making (jail, brewery...), as well as shops, and mention things not seen on the 1st level (and maybe already in the making).
So here are a few:
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Mill: A very important building in an agricultural world. And windmills look real cool.
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Outdoors shrine: That's where you pray when you are on the road.
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Hall: That's often just a big empty building where communities gather. Think of a plaza with a roof, basically. In some cultures, that's also where people sleep, together.
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Baths: A favorite of many ancient civilisations, and still of modern ones; very high tech for the time. Another place of high social importance. References: anything sophisticate from the Roman bath houses to the Finnish sauna or the South East Asian massage houses. Thermal spots can fit in the same category.
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Cistern: The water supply buildings are much more common than the sewers systems. A cistern can be a pretty big outside building, or an even bigger underground room (Istanbul, for example). Complex cistern networks are fed by aqueducts (through great distances).
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Granary: Another very important building, where a town stores its food supplies. Or is there no risk of starvation in Yliakum?
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Balance: Towns used to have one where markets took place, as a reference for buyers and sellers. Obviously, we don't need one since we know exactly how much we carry, but it still has its place for embellishment.
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Bridge: The most important thing about a bridge is that you pay to cross it
. There will be water (and swimming) some day, so there will be bridges.
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Construction site: Always overlooked in games. Large and complex buildings take a long time to complete. A construction site can last for several generations (or several centuries in RL history). So there's nothing wrong with half a building that never seems to advance in IG time. That's actually where, I guess, the build skill would be put to use.
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Clock tower: We all know what time it is in game, so that could be the reason why. I don't know if Crystal shadows can be used, but mechanical clocks and clepsydras don't sound to high tech compared to other stuff in game.
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Field: Ancient cities have fields inside their walls, both for farming and cattle.
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Tunnel: Fortified places have more or less secret tunnels, when the underneath rock doesn't make it impossible. They serve mostly in times of siege, to bring in supplies, for messengers and scouts, and sometimes as an escape route. (not a public feature, I agree, but some very few characters can be granted access to it, if not already the case)
Then I try to think of things more specific to Yliakum, a place where people are supposed to come back from the dead. This is so central that I believe it should impact the life, and the culture, in more obvious ways. There are other sources of course, like the geography, that brought us the Winch.
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Cemetery: body are disposed of, but that doesn't mean there isn't a place dedicated for mourning and celebrating ancestors. Specially in a very religious setting. It's not a room inside a temple, since temples are dedicated to 1 god. It would be more public, and more monumental. It could be a field of raised stones, or a wall, or a staircase, or a sort of museum (musoleum, eh eh), or something else.
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Asylum: heal spell is of very easy access, which means professional healers have very little to do on that side. But what about mental troubles? With all these people passing through the DR, some of them are bound to lose some sanity, so how does society deal with them? I'm not talking about affecting the players through mechanics, but having a building with a social purpose, and incidentally also a place for RP. I would make it old fashion, of course, noisy, dirty, smelly, closer to a jail than to a health institution. And PCs would be interned on their own request (they can always commit suicide to escape ICly).
Ok, I don't want to be too long, so I stop here. What I would like is for you to come with your suggestions, and build a pool from which the dev team can pick up what they want. Don't develop too much on each idea, so that it stays more like a list; a specific building can be developed in its own thread if it has a rich potential.