Conversation on Sammy got me started thinking about it, again.
First: Exploration based. There are five or six landing sites on a New World, and all the PCs are immigrants, adventurers, or exiles. There /are/ racial and cultural backgrounds that the PCs pick from when created, that determine their starting languages and body types, as well as initial contacts, but the PCs are free to determine how much or little they hew to that cultural identity.
Landing Sites: In the beginning, Landing Sites will be very, very primitive. Docks, a pavilion, security, and two merchants: one for basic (axe, rope, clothes, backpack, knife, etc.) supplies, and one for foodstuffs and fresh water. Several quest NPCs whose quests will revolve largely around getting basic supplies: we need 20 leather, 50 pounds fresh meat, 40 ft of wood, etc. However, supplies in the camp are dynamically mapped to how many of these quests are done: turn in the meat, and the buyer's price for beef jerky goes down and the supply goes up. Turn in enough logs, and a more sturdy building is erected in place of the pavilion. As each landing site expands, it starts looking more like a town, then a city. The 'needs' of the city also go up, and grow; a new quest pops up looking for flax, or wool, or cotton, or silk. Now the city also needs stone and metal to grow. And, at the same time, more advanced trainers arrive, when the city meets their needs, and can support guild halls. Instanced 'neighborhoods' pop up for player housing. Auction houses arrive. When a city meets its maximum growth, those quests drop down to a stable level, and once the day's quota is met, cannot be filled again that day.
Starting a New City: Aside from the landing sites, there /are/ no pre-ordained cities. To start a new city, a new town charter must be signed by at least ten characters, one of which must be a Diplomat, one a Merchant, and one have Farming skills. One of those will also have to be chosen as the Mayor of the town. Then the town 'pops' as a primitive pavilion and firepit, and the whole thing starts over again, with the random quest givers. However, in addition to raw materials, player cities need various things to grow: characters of certain skills and levels must sign on as Citizens of the town (all citizens of a town get a title to wear if they choose, like Bella of Argent's Rest, etc.), and at certain thresholds, quests will be generated which have to be accomplished by groups of Citizens in order for the town to progress. And towns are not static; if Citizens begin to leave the town (by signing on as citizens elsewhere, or being deleted, or being idle for three months or more), then the town shrinks, losing trainers and special abilities. If the town ever falls below ten citizens (whether they are the signers of the original charter or not), then it is dissolved. Only at the highest level of achievement, Metropolis, does a city 'freeze', and become permanent, with a tribute erected to its Mayor and Founding Members in the city square.
Classes and Skills: Classes will be along the following lines -- Warrior, Diplomat, Merchant, Scout, Mystic, Magus, and Woodsman. Most skills will be available to all characters, but each class will pick from three skills available /only/ to them. Warrior, for example, may get Dual-Wield, Judge Opponent (very useful, as we'll see later), and Rage. Diplomats get Befriend (essentially, 'tame' humanoid NPCs as henchmen who can then be outfitted. Additionally, Befriended NPCs teach you their language the longer they stay with you), Language Mastery, and Intimidate (weakens intelligent enemies and encourages them to flee while still gaining XP if they do). Merchants get Employ (create a shop NPC to sell your wares), Haggle (anything sold to NPCs is sold at a bonus, and they have a Market Value tab to access for other goods), and Bribe (bribe intelligent enemies to leave you alone, losing money while still gaining XP). Scouts get Stealth, Lockpick, and Poison (using and crafting poisons for various effects, includes sleeping and non-lethal poisons). Mystics get Heal, Possession (take charge of an NPC for a time, gaining XP for all kills it makes, and returning to your body if it dies), and Cleanse (removing negative magical effects, poisons, and diseases). Magi get Spells (a variety of different spells which can be learned and created), Summon (summons a familiar animal, and later, a spirit or extra-planar servant who can be outfitted and has its own special abilities), and Clarify (Allows two characters to speak a common language for a time, a language instantly understood by any other Magus as well). Finally, Woodsmen get Scrounge (may craft without common resources--uncommon or rare resources must still be found), Tame (pulls any non-intelligent NPC in as a henchman which can then be trained in various tricks), and Steward (gains double benefit from any resource harvesting, including livestock).
Skills will be diverse, and learned either on the character's own by doing (slowest progression), by being taught by another PC (slow, but cheap if you can find a friend), and by NPC trainers (faster, but expensive, especially at higher levels, and high level trainers are uncommon). Weapon Skills will include Bow, Sling, Staff, Club, Polearm, Blowgun, One-handed Swords, Two-handed Swords, One-handed Axes, Two-handed Axes, and Traps. Language skills will include 5 PC languages (one your PC will start out fluent in, and one they start out semi-fluent in), and upwards of 12 NPC languages (which can only be initially learned through Befriend, or by being taught by a PC Diplomat. Once you've got a start on the language, you can raise it on your own). Gathering skills will include mining, farming, animal husbandry, herbalism, skinning, and woodcutting. Crafting skills will include weaponsmithing, armorsmithing, enchanting, alchemy, inscription, leatherworking, bookmaking, weaving/tailoring, carpentry, bowyer/fletching, jewelry-crafting, and tattooing. Other skills include tracking, survival (reducing the rate at which you go through provisions, and make safe camps for respawning), disguise, and trailblazing.
Animal Husbandry: Any tamed animal can become material for Animal Husbandry, and bought and sold to others. Animals can be bred for certain attributes, such as increased yield, increased strength, or some other strange and special crosses. Animals can then be harvested, either non-lethally (milk, wool, horns, calves) or lethally (skin, bone, meat, any Special Materials the animal may produce).
Enchanting: Just about anything can be enchanted, although every item has a maximum number of 'points' of enchantment free, based on its materials and the skill of its crafter. A five-point enchantment item can hold one five-point enchantment, 5 1 point enchantments, or whatever. Tattoos can /also/ be enchanted.
Tattooing: Mostly a decorative skill, tattoos can only be removed by another tattooer. Certain tattoos that careful crafters may learn will allow those who bear them to be more welcomed by various NPC factions, or provide boosts to Befriending, Bribing, and Intimidating, among others. Tattoo artists can also make a variety of inks and dyes from very exotic materials, while leatherworkers and bookmakers have a more restricted repertoire.
Farming: Herbalists often find seeds and cuttings of plants, which Farmers can then plant in prepared ground, and grow, providing a steady source of these materials. Plants can be bred for speed of maturity, yield size, and unusual or even magical characteristics. Certain plants grow only in certain seasons or in certain ground; very magical plants may also require unusual care and nourishment.
Inscription: Allows a class to place a single-use of its special class skill on parchment. Anyone then chanting this inscription may get one use of that skill. Of the most use to Magi who can place any spell they know on the scroll, and then use it later when in danger. Scrolls are difficult to make, and take time.
Bookmaking: Makes parchment, quills, inks, and books. Blank books can be written in by characters, traded, or otherwise used.
Disguise: Allows a character to attempt to disguise themselves as another PC or NPC culture/race. Does not impart language knowledge to the character, but successful use renders NPCs of that faction non-hostile, and can allow the infiltration of PC factions. PCs get Perception rolls to see through the Disguise (Mystics, in tune with the natural order of things, receive a boost to see through them).
Trailblazing: Trailblazers can mark a trail for their Friends to follow. They can set beacons which will appear on the targeted PC's minimap (including themselves), and may target one, a number, or a group (such as a guild) of PCs. These beacons are only obscured with time, the actions of the trailblazer, or a drastic change in terrain (such as a city expanding into the trail).
PvP: Possibly instanced PvP when city zones touch, where citizens can participate to push back or wipe out expanding cities, with the exception of the starting landing sites. Equally possibly guild-PvP, where two guilds have to formally declare hostilities on each other. Also, non-lethal dueling (which can be entirely deactivated for those who do not wish to receive requests). City and guild PvP gains city and guild-specific titles, with the most successful PvPer of each city having the title Lord Martial of X, and of each guild having the title Grand Champion of X. No special loot, XP, or access of game material for PvPers, except what City Councils and Guilds choose to give.
PvE: Procedurally generated. Spawn spots appear whenever there has not been a PC in the trigger area for X time period. 75 percent of Spawns are non-monster mobs: deer, wolves, rabbits, wild boars, and other beasts. These beasts are mostly neutral, although herbivores tend to be Avoidant (will flee an attack), and predators may be Neutral (will attack only if attacked), or hostile under certain circumstances (will hunt lone PCs in packs, frex). If a beast is alone for a certain period of time, it will create a packmate. One wolf becomes two. Two become four. When a pack reaches its maximum size (usually eight to ten), the pack creates a Den, and gains power, with a named leader being generated (for beasts, this is usually something like Old Scarfoot). The Den gains a random chance of generating non-material Loot when destroyed. A cleaned out area remains clean until it has been abandoned for a time, then the process starts over. 20 percent of spawns are NPC spawns or Monster spawns. NPCs are hostile depending on faction; a character who knows that faction's language or has a Befriended member of that faction may walk among them without fear. Monsters are always hostile. NPCs behave much like beasts, except that they originally spawn in small groups, and create Villages instead of Dens. Monsters spawn alone, but gain minions with time, and eventually create Strongholds. Villages and Strongholds can be looted for Unique items.
PvE enemies gain experience, and their power is /not/ revealed to the player (except for Warriors with Judge Opponent). A wolf pack which takes down a PC gains a level, becoming stronger and more dangerous. After five kills, an enemy gains a Name, even if they do not currently have a Den, Village, or Stronghold. After 10 kills, an enemy gains Named Minions, one for each 10 kills that the entire group has made. After 30 kills, the enemy and all its affiliates gain a not-insignificant chance of dropping rare materials, and unique items. Finally, game masters may choose to create and run plots featuring specially created dungeons and enemies.
Defeat: PCs do not die, they are defeated, and run shrieking back to the nearest 'safe' zone (i.e. the nearest town or camp). There is no penalty for this, aside from mild annoyance. Armor and weapons do not become degraded by defeat.
Inheritance: When a PC hits the level cap, or is just no more fun, the player may choose to use that PC to create an 'heir'. The first PC is retired, but all of its gear passes down to a new, lower (but not first) level PC, which also gains three boosted skills or stats that the ancestor was especially adept at. Additionally, the player may choose to retire /two/ PCs to create one heir, and gain higher stat boosts, and a Synergy Skill, which is a special ability unavailable to any of the core classes (provided each of the parents are a high enough level). Warrior/Magus may gain the ability to set any weapon they touch ablaze, while Mystic/Woodsmen may call Spirit Beasts from the heart of the wilderness, and Diplomat/Merchants can buy the services of mercenary squads to protect them in the wilds.
Quests: NPC quests would be relatively few, compared to other MMOs, and largely oriented around either general fetching of goods for money, or more in-depth offerings for characters of particular factions and classes, and procedurally generated and limited in time. For example, if two cities become close enough to conflict over expansion, quests will be generated for Scouts in both cities to stealth into the other city and into that city's main hall. Meanwhile, quests for leather, armor, and weapons will appear, and diplomats will be asked to ferry messages back and forth to PC diplomats of that city, or try and get the other city's Mayor to sign agreements and treaties. Warriors will be directed to the instanced battlefield, with exhortations to return with so many enemy heads, while Woodsmen are encouraged to find hostile beasts and drive them into the enemy city. Then, as the conflict cools, those quests disappear. The GMs can also trigger region or world-wide events by seeding the towns with specific quests.
Economy: Very strongly player driven. Server-NPCs only sell the very, very basics, and the vast majority of NPCs do not drop any loot but materials and money. Crafting is important and varied right from the start. Instead of buying full recipes, you learn how to create classes of items or specific effects. So, an armorsmith learns to create 'mail shirt', but decides what materials to use, from tarnished copper scrounged from a goblin's studded leather to sunsteel forged in the heart of a mountain. The main material and the crafter's skill determine the quality of the product, while a dye can be added for any colors, and a Special Accessory can be added for special qualities. I.e. our crafter's mail shirt may be made of steel, with black dye giving it a black color, and star jade as a special material giving it +3 Dexterity without using up any Enchantment Points. The crafter can then, if she or he chooses, save that 'recipe', and just click on it in the recipe book to automatically make another one when they have the materials. Certain combinations will provide special bonuses, as well; boar's heart and red gold may create swords that have an inherent wildness to them.
Additionally, crafting gives XP; discovering new special bonuses gains the character XP, creating something they've never created before gains the character XP, and teaching other characters your skills gains the character XP. Just grinding your craft skills does not gain XP, but it does raise skill points. Also, there are Group Crafts, which take several characters of a certain level in that skill to craft, and lots of materials. Special buildings (such as guild halls and auction houses), siege engines for use on the battlefield, and enchanted walls would fall into these categories.
First: Exploration based. There are five or six landing sites on a New World, and all the PCs are immigrants, adventurers, or exiles. There /are/ racial and cultural backgrounds that the PCs pick from when created, that determine their starting languages and body types, as well as initial contacts, but the PCs are free to determine how much or little they hew to that cultural identity.
Landing Sites: In the beginning, Landing Sites will be very, very primitive. Docks, a pavilion, security, and two merchants: one for basic (axe, rope, clothes, backpack, knife, etc.) supplies, and one for foodstuffs and fresh water. Several quest NPCs whose quests will revolve largely around getting basic supplies: we need 20 leather, 50 pounds fresh meat, 40 ft of wood, etc. However, supplies in the camp are dynamically mapped to how many of these quests are done: turn in the meat, and the buyer's price for beef jerky goes down and the supply goes up. Turn in enough logs, and a more sturdy building is erected in place of the pavilion. As each landing site expands, it starts looking more like a town, then a city. The 'needs' of the city also go up, and grow; a new quest pops up looking for flax, or wool, or cotton, or silk. Now the city also needs stone and metal to grow. And, at the same time, more advanced trainers arrive, when the city meets their needs, and can support guild halls. Instanced 'neighborhoods' pop up for player housing. Auction houses arrive. When a city meets its maximum growth, those quests drop down to a stable level, and once the day's quota is met, cannot be filled again that day.
Starting a New City: Aside from the landing sites, there /are/ no pre-ordained cities. To start a new city, a new town charter must be signed by at least ten characters, one of which must be a Diplomat, one a Merchant, and one have Farming skills. One of those will also have to be chosen as the Mayor of the town. Then the town 'pops' as a primitive pavilion and firepit, and the whole thing starts over again, with the random quest givers. However, in addition to raw materials, player cities need various things to grow: characters of certain skills and levels must sign on as Citizens of the town (all citizens of a town get a title to wear if they choose, like Bella of Argent's Rest, etc.), and at certain thresholds, quests will be generated which have to be accomplished by groups of Citizens in order for the town to progress. And towns are not static; if Citizens begin to leave the town (by signing on as citizens elsewhere, or being deleted, or being idle for three months or more), then the town shrinks, losing trainers and special abilities. If the town ever falls below ten citizens (whether they are the signers of the original charter or not), then it is dissolved. Only at the highest level of achievement, Metropolis, does a city 'freeze', and become permanent, with a tribute erected to its Mayor and Founding Members in the city square.
Classes and Skills: Classes will be along the following lines -- Warrior, Diplomat, Merchant, Scout, Mystic, Magus, and Woodsman. Most skills will be available to all characters, but each class will pick from three skills available /only/ to them. Warrior, for example, may get Dual-Wield, Judge Opponent (very useful, as we'll see later), and Rage. Diplomats get Befriend (essentially, 'tame' humanoid NPCs as henchmen who can then be outfitted. Additionally, Befriended NPCs teach you their language the longer they stay with you), Language Mastery, and Intimidate (weakens intelligent enemies and encourages them to flee while still gaining XP if they do). Merchants get Employ (create a shop NPC to sell your wares), Haggle (anything sold to NPCs is sold at a bonus, and they have a Market Value tab to access for other goods), and Bribe (bribe intelligent enemies to leave you alone, losing money while still gaining XP). Scouts get Stealth, Lockpick, and Poison (using and crafting poisons for various effects, includes sleeping and non-lethal poisons). Mystics get Heal, Possession (take charge of an NPC for a time, gaining XP for all kills it makes, and returning to your body if it dies), and Cleanse (removing negative magical effects, poisons, and diseases). Magi get Spells (a variety of different spells which can be learned and created), Summon (summons a familiar animal, and later, a spirit or extra-planar servant who can be outfitted and has its own special abilities), and Clarify (Allows two characters to speak a common language for a time, a language instantly understood by any other Magus as well). Finally, Woodsmen get Scrounge (may craft without common resources--uncommon or rare resources must still be found), Tame (pulls any non-intelligent NPC in as a henchman which can then be trained in various tricks), and Steward (gains double benefit from any resource harvesting, including livestock).
Skills will be diverse, and learned either on the character's own by doing (slowest progression), by being taught by another PC (slow, but cheap if you can find a friend), and by NPC trainers (faster, but expensive, especially at higher levels, and high level trainers are uncommon). Weapon Skills will include Bow, Sling, Staff, Club, Polearm, Blowgun, One-handed Swords, Two-handed Swords, One-handed Axes, Two-handed Axes, and Traps. Language skills will include 5 PC languages (one your PC will start out fluent in, and one they start out semi-fluent in), and upwards of 12 NPC languages (which can only be initially learned through Befriend, or by being taught by a PC Diplomat. Once you've got a start on the language, you can raise it on your own). Gathering skills will include mining, farming, animal husbandry, herbalism, skinning, and woodcutting. Crafting skills will include weaponsmithing, armorsmithing, enchanting, alchemy, inscription, leatherworking, bookmaking, weaving/tailoring, carpentry, bowyer/fletching, jewelry-crafting, and tattooing. Other skills include tracking, survival (reducing the rate at which you go through provisions, and make safe camps for respawning), disguise, and trailblazing.
Animal Husbandry: Any tamed animal can become material for Animal Husbandry, and bought and sold to others. Animals can be bred for certain attributes, such as increased yield, increased strength, or some other strange and special crosses. Animals can then be harvested, either non-lethally (milk, wool, horns, calves) or lethally (skin, bone, meat, any Special Materials the animal may produce).
Enchanting: Just about anything can be enchanted, although every item has a maximum number of 'points' of enchantment free, based on its materials and the skill of its crafter. A five-point enchantment item can hold one five-point enchantment, 5 1 point enchantments, or whatever. Tattoos can /also/ be enchanted.
Tattooing: Mostly a decorative skill, tattoos can only be removed by another tattooer. Certain tattoos that careful crafters may learn will allow those who bear them to be more welcomed by various NPC factions, or provide boosts to Befriending, Bribing, and Intimidating, among others. Tattoo artists can also make a variety of inks and dyes from very exotic materials, while leatherworkers and bookmakers have a more restricted repertoire.
Farming: Herbalists often find seeds and cuttings of plants, which Farmers can then plant in prepared ground, and grow, providing a steady source of these materials. Plants can be bred for speed of maturity, yield size, and unusual or even magical characteristics. Certain plants grow only in certain seasons or in certain ground; very magical plants may also require unusual care and nourishment.
Inscription: Allows a class to place a single-use of its special class skill on parchment. Anyone then chanting this inscription may get one use of that skill. Of the most use to Magi who can place any spell they know on the scroll, and then use it later when in danger. Scrolls are difficult to make, and take time.
Bookmaking: Makes parchment, quills, inks, and books. Blank books can be written in by characters, traded, or otherwise used.
Disguise: Allows a character to attempt to disguise themselves as another PC or NPC culture/race. Does not impart language knowledge to the character, but successful use renders NPCs of that faction non-hostile, and can allow the infiltration of PC factions. PCs get Perception rolls to see through the Disguise (Mystics, in tune with the natural order of things, receive a boost to see through them).
Trailblazing: Trailblazers can mark a trail for their Friends to follow. They can set beacons which will appear on the targeted PC's minimap (including themselves), and may target one, a number, or a group (such as a guild) of PCs. These beacons are only obscured with time, the actions of the trailblazer, or a drastic change in terrain (such as a city expanding into the trail).
PvP: Possibly instanced PvP when city zones touch, where citizens can participate to push back or wipe out expanding cities, with the exception of the starting landing sites. Equally possibly guild-PvP, where two guilds have to formally declare hostilities on each other. Also, non-lethal dueling (which can be entirely deactivated for those who do not wish to receive requests). City and guild PvP gains city and guild-specific titles, with the most successful PvPer of each city having the title Lord Martial of X, and of each guild having the title Grand Champion of X. No special loot, XP, or access of game material for PvPers, except what City Councils and Guilds choose to give.
PvE: Procedurally generated. Spawn spots appear whenever there has not been a PC in the trigger area for X time period. 75 percent of Spawns are non-monster mobs: deer, wolves, rabbits, wild boars, and other beasts. These beasts are mostly neutral, although herbivores tend to be Avoidant (will flee an attack), and predators may be Neutral (will attack only if attacked), or hostile under certain circumstances (will hunt lone PCs in packs, frex). If a beast is alone for a certain period of time, it will create a packmate. One wolf becomes two. Two become four. When a pack reaches its maximum size (usually eight to ten), the pack creates a Den, and gains power, with a named leader being generated (for beasts, this is usually something like Old Scarfoot). The Den gains a random chance of generating non-material Loot when destroyed. A cleaned out area remains clean until it has been abandoned for a time, then the process starts over. 20 percent of spawns are NPC spawns or Monster spawns. NPCs are hostile depending on faction; a character who knows that faction's language or has a Befriended member of that faction may walk among them without fear. Monsters are always hostile. NPCs behave much like beasts, except that they originally spawn in small groups, and create Villages instead of Dens. Monsters spawn alone, but gain minions with time, and eventually create Strongholds. Villages and Strongholds can be looted for Unique items.
PvE enemies gain experience, and their power is /not/ revealed to the player (except for Warriors with Judge Opponent). A wolf pack which takes down a PC gains a level, becoming stronger and more dangerous. After five kills, an enemy gains a Name, even if they do not currently have a Den, Village, or Stronghold. After 10 kills, an enemy gains Named Minions, one for each 10 kills that the entire group has made. After 30 kills, the enemy and all its affiliates gain a not-insignificant chance of dropping rare materials, and unique items. Finally, game masters may choose to create and run plots featuring specially created dungeons and enemies.
Defeat: PCs do not die, they are defeated, and run shrieking back to the nearest 'safe' zone (i.e. the nearest town or camp). There is no penalty for this, aside from mild annoyance. Armor and weapons do not become degraded by defeat.
Inheritance: When a PC hits the level cap, or is just no more fun, the player may choose to use that PC to create an 'heir'. The first PC is retired, but all of its gear passes down to a new, lower (but not first) level PC, which also gains three boosted skills or stats that the ancestor was especially adept at. Additionally, the player may choose to retire /two/ PCs to create one heir, and gain higher stat boosts, and a Synergy Skill, which is a special ability unavailable to any of the core classes (provided each of the parents are a high enough level). Warrior/Magus may gain the ability to set any weapon they touch ablaze, while Mystic/Woodsmen may call Spirit Beasts from the heart of the wilderness, and Diplomat/Merchants can buy the services of mercenary squads to protect them in the wilds.
Quests: NPC quests would be relatively few, compared to other MMOs, and largely oriented around either general fetching of goods for money, or more in-depth offerings for characters of particular factions and classes, and procedurally generated and limited in time. For example, if two cities become close enough to conflict over expansion, quests will be generated for Scouts in both cities to stealth into the other city and into that city's main hall. Meanwhile, quests for leather, armor, and weapons will appear, and diplomats will be asked to ferry messages back and forth to PC diplomats of that city, or try and get the other city's Mayor to sign agreements and treaties. Warriors will be directed to the instanced battlefield, with exhortations to return with so many enemy heads, while Woodsmen are encouraged to find hostile beasts and drive them into the enemy city. Then, as the conflict cools, those quests disappear. The GMs can also trigger region or world-wide events by seeding the towns with specific quests.
Economy: Very strongly player driven. Server-NPCs only sell the very, very basics, and the vast majority of NPCs do not drop any loot but materials and money. Crafting is important and varied right from the start. Instead of buying full recipes, you learn how to create classes of items or specific effects. So, an armorsmith learns to create 'mail shirt', but decides what materials to use, from tarnished copper scrounged from a goblin's studded leather to sunsteel forged in the heart of a mountain. The main material and the crafter's skill determine the quality of the product, while a dye can be added for any colors, and a Special Accessory can be added for special qualities. I.e. our crafter's mail shirt may be made of steel, with black dye giving it a black color, and star jade as a special material giving it +3 Dexterity without using up any Enchantment Points. The crafter can then, if she or he chooses, save that 'recipe', and just click on it in the recipe book to automatically make another one when they have the materials. Certain combinations will provide special bonuses, as well; boar's heart and red gold may create swords that have an inherent wildness to them.
Additionally, crafting gives XP; discovering new special bonuses gains the character XP, creating something they've never created before gains the character XP, and teaching other characters your skills gains the character XP. Just grinding your craft skills does not gain XP, but it does raise skill points. Also, there are Group Crafts, which take several characters of a certain level in that skill to craft, and lots of materials. Special buildings (such as guild halls and auction houses), siege engines for use on the battlefield, and enchanted walls would fall into these categories.