This is as much a border fort as a castle, a great stone edifice attempting to carve civilization out of the wilderness. Ordinary people are allowed in and out during peaceful times. The inner residences are only let out to the rich or those privileged by some special need or right to live inside the walls; they pay rent unless waived by the commander. Troops may be stationed outside in tents or stockades as needed. Small houses and buildings are allowed nearby, but not within some 100 yards (300 feet) of the moat. On holidays and at least one day per week a great market is held in the common area, where the merchants pay immediate taxes but also do good business with crowds, who come for entertainment, and to both buy and sell goods.
A stockade and minor sheds in the nearby town provides a herder's market for auctioning live stock and sheering sheep for wool. It is active whenever someone gets a notion to sell live stock or during the sheering season.
WALLS: Main walls are 30' high with 6' parapet, and 10' thick.
DRAW BRIDGES: The draw bridges are pretty standard -- heavy and slow to raise or lower.
GATES: Each gate has solid doors (about18' wide and 12' high) backed by a portcullis. The main gates are extremely strong, with massive bars to hold them shut. It would take massive rams to take them down directly. The flanking towers are fairly standard and the "walk-over" features gaps in the floor for dropping rocks and pouring boiling liquids. Large iron pots are nearby along with piles of wood, tinder and other necessities. Each is always guarded by troops from the towers that flank them. There are at least two men-at-arms on the outside and two inside (1st level fighter, hp 4 each, chain mail, pole arm and sword) (plus eight more lounging in the towers at the ready). They provide directions and call for the officer on watch if anything unusual occurs, especially strangers.
If strange events are conspiring in the local area, more troops and a high level officer might also be posted at each tower. The officer of the watch at each bridge charges an entrance fee for strangers and provides a slip of paper as a general pass to prove they have already paid it good for a week.
MOAT: About twenty feet deep. The stream that fills it is allowed to flow to keep it clean and full yer round. It is regularly dredged and cleaned of most brush, although it is fit for fish and frogs.
TOWERS: Each stands 40' high, with 6' parapets, has about 4 floors, with arrow slits in every 10' section that faces outward, and has wooden ladders going up and down. The bottom floor has a heavy door that can be barred from the inside. Each floor that opens onto a mainwall has a heavy door. Each has a basement for storage.Light catapults and ballistas are marked on the map. A watch of three of the troops housed in it is always up top, ready to sound a warning if monsters are seen. Each tower has a horn to sound warnings with.
Tower T3 also has a loud brass bell for general alarm; it sounds distinctly different from the serene bells in the church. Towers T1 to T5 are main towers. Each has 50 men. T5 also has a dungeon for prisoners. It is the quarters of a sheriff in charge of general prisoner and police duties. Towers T6 to T10 are secondary towers. Each has 30 men at arms. T11 is a tower for guests. It is staffed by 10 men at arms as guards
FOUNTAIN: A decorative fountain also provides water for visitors.
INNER AREA A flagstone road leads up to the main keep. Other areas are dirt and grass and vegetable beds. The miscellaneous buildings are heavily built, with stone walls and serve as miniforts. The ones lining each entranceway have narrow windows facing out and are intended to serve as gauntlets in case the gates are breached. Most are two or three floors high (10 feet per story), with wooden or stone stairs up and down, to maximize space and storage. Many have partitions of relatively flimsy wooden walls, which are fairly easy to move around. The walls shown are the fixed stone walls. Many buildings have their own wells and are capable of providing plenty of water during a siege.
INNER KEEP (Entry 1): As far from the gates as possible with its own full-height walls and towers, this structure serves as both the local political leaders' home and quarters for important guests, and other notables. It has nondescript live-in servants. The gateway is guarded the same way the main gates are.
CHURCH PROPERTY (2): Site of church general living quarters. Entry 2a is the bell tower. The head priest is qn organizational genius and high in the church hierarchy of the Gods of Law. The church is dedicated to Donblas the Justiuce Maker. The head priest has an advisor and two assistants. Three novices help in duties as do several volunteers and other staff.
ORPHANAGE AND POORHOUSE (3): Entry 3 is a combination orphanage, poorhouse, hospital, and general good-neighbor facility. It is run by an elderly woman and several staff
BARRACKS (4 and 5): The barracks are typically three floors high, and heavily built. Internally they are very simple, with large areas for eating (or planning), rows of bunks, smaller partitions for officers and other necessities. Each has a nominal staff of 10 men-at-arms who keep it up. Number 5 houses 30 cavalry and their leader and a lieutenant
STABLES (6). Holds 40 war horses and 30 riding horses. Supplies and gear upstairs, including 20 suits of barding.
WAREHOUSE (7). Owned and operated by a freight company, it serves as storage for supplies.
LIBRARY / BOOK SELLER (10). Library and book seller. Handles maps and other arcane knowledge.
EMPTY (11). For let.
MERCANTILE (12). Specializes in hardware, including some body armor, weapons, exploration gear, etc. 2nd floor residence, 3rd floor empty.
APOTHECARY (13). Shop for healing herbs and spices, seller of potions, etc.
WAGONS (14). Specializes in renting and selling wagons and carts. Bottom floor storage. Next floor business and gear. Top floor residence.
EMPTY (15). For let.
APARTMENTS (16). Rooms for long term stays.
CARPENTRY (17). Carpentry, also makes and sells cabinets, furniture, etc. Lower floor is main business; second floor storage. Top floor residence.
CHURCH (18). A church of Our Lady of Mercy, smaller than the main church, and devoted to spreading its worship.
THE SLEEPY WARLOCK TAVERN (19). Second floor is rental, third is residence of owner.
GUILD HALLS (20). The floors here are devoted to various guilds: sheep herder, etc.
EMPTY (21). For let.
MASON (22). Masons and general construction work.
SMITH (23). Works in all metals. Sells metal weapons as well as common goods. Fixes pots and pans and all iron and tin work. Runs own smelting process. Supplies of coal and wood.
APARTMENTS (24). Three stories, each upper story with a small balcony accessed by steep stairs. Small rooms for cheap. The landlord lives in the bottom floor on "a". Strict policy of 1 person occupancy.
BAKERY (25). Reputation is high. Often called on for cakes, pies and treats in the nobler houses and main keep.
CLOTHING SHOP (26). Deals in cloth and thread; buys and spins own cloth. Tailoring. Can create leather and cloth armors. Rents fancy duds for parties and balls.
THE CRIMSON SAILOR TAVERN (27). Friendly, clean, good food and eats. Cheap rooms for the night.
STORAGE (28). General storage for troops and castle. A guard is always on duty.
HALL (29). Rented out for meetings and parties. Bottom floors are usually empty, as such. Top floor has minimal care taker and owner.
MERCHANT (30). Owner of many local concerns including the freight company, several smaller business. Constantly wheeling and dealing in goods.
FINANCIER (31). The lower floor is the business, the upper floors are residence. Handles money changing, buys and sells jewelery and gems. Also serves as tax collector and auctioneer.
Take a look at the very first map in this thread. Note Warrenberg and Verbosh. Notice a major east-west river running into Warrenberg. Keeping on the south side of the river, head west from Warrenberg about 100 miles. You are there
Now look at the third map in this thread. You will see a red square that shows the players map, and the Keep and the Wooden fort. Warrenberg is the unnamed city on the extreme east edge of the map just above the dead trees.
DISCLAIMER: All maps are produced on a best-effort basis, and my mot be 100% accurate and reliable