Colossal Statue:

A gigantic statue of some great historical figure that is built within one province.
Result: At level 3, this gives the province the ability to reroll its taxation once per domain turn. At 6th level, may add +2 to this province's tax collected per DT.
Cost: 5 GB / level
Upkeep: Counts as one holding. Only 2 are allowed per domain.

Great College:

A massive place of learning and a repository of knowledge from all over Cerilia.
Result: At level 5, You may hire a Mage or Sage Lieutenant without cost to serve you. They will be a student of the school, and will not charge a fee for their services. If the regent or any other character studies within the great college for the period of one year, their Intelligence is permanently increased by 1 point. At level 7, Any mage regent may learn one Realm spell without using the research action. Also, the mage may learn any one normal spell that he does not know, and is able to cast, from the college as well. At level 10, you may use a research action every other turn without cost to you. All items researched through the college are free.

Cost: 10 GB/level
Upkeep: Counts as one holding and must pay 2 GB's/turn when it reaches 5th level. Only one allowed per domain.

Great Wall:

A huge fortification that is built in between your domain and another's domain.
Result: For every 3 levels of the wall, your defenders get +1 to their defense when fighting in your province where the wall exists.
Cost: 2 GBs/level per province.
Upkeep: Counts as one holding per province that contains a wall.

Hanging Gardens:

This s a huge greenhouse that contains many flowers as well as rare and exotic plants from all over Cerilia.
Result: At level 3, a free agitate action is gained for the province. It may only be used to agitate the province up in morale. But this check is made at a +5 bonus. At level 5, It begins attracting Rangers and Druids from nearby lands. The regent may hire a Ranger or Druid into their services free of charge. They will not charge for their services and they will become Keeper of the Gardens.
Cost: 4 GB's/level
Upkeep: Counts as one holding. There may be multiple gardens, however only one gardens of 5th level or higher gains the lieutenant ability within the domain.

Great Workshop:

This is an enclave designed for inventors, craftsmen, and artisans.
Result: At level 5, it reduces anything built using the build action cost's by 25%. This includes any of the other structures on this list.
Cost: 5 GB's/level
Upkeep: Counts as one holding per province. It is built primarily in the main province, but has warehouses in every province in order to build around the domain.

Oracle:

This structure houses Monks, Priests, Sages, and Magi who spend their time in divinatory pursuits.
Result: At level 5, it grants the regent one free espionage action per turn. This action can only be used to find information, not launch assassinations, intrigues, etc. They find information by "looking into the future" to see how it unfolds. It also has a 10% chance per level of the oracle to inform the regent of the random event roll, so that they may be prepared.
Cost: 6 GBs/level
Upkeep: Counts as one holding.

Grand Tomb:

This is a large burial structure either for the regent or some other great figure from history.
Result: At Level 4, the regent gains a +5 bonus to any agitate actions with this province and all surrounding provinces. At level 8, the regent receives a +5 bonus to ANY rule actions within the province in which it is constructed. They also gain a +3 to any rule action in surrounding provinces.

Cost: 8 GB's/level

Upkeep: Costs 1 GB per turn.

Great Theatre

This structure is a house for all great actors and performers. They perform nightly shows to entertain the public.

Result: At level 3, it begins attracting some famous bards in the land. The regent may hire a bard lieutenant free of charge. They will not charge an upkeep, and will become Master of the Shows in the Theatre. At level 6, the province that contains the theatre will NEVER become rebellious, unless destroyed, by agitate or any other means. Also, any surrounding province(s) gain a +5 bonus to any agitate action made within them.
Cost: 4 GB's/level
Upkeep: Counts as one holding. Only one of these are allowed per domain.

War Academy:

This is a tactical training center for military troops of the common and rare types.

Result: At level 3, the Academy begins to draw the attention of renowned fighters throughout the lands. The regent may hire a fighter lieutenant free of charge. They will not charge an upkeep and will become Master of Arms at the Academy. At level 4, all troops trained within the Academy for one turn will gain +1 to their movement rating. At level 5, all troops trained within the Academy for one turn will gain a +1 defense to their card number. At level 6, all troops trained within the Academy for one turn will gain a +1 to their attack rating. At level 7, all troops trained within the Academy for two (2) turns will gain +1 extra hit to their card number (thus Elven Calvary normally has just two hits, if trained here, will have 3 hits to their card). This structure also allows the regent to create and build new, specialized units (i.e. The Royal Guard of Ghoere, Imperial Legions, etc.) The DM's will discuss with you what the units ratings will be as well as the cost for each unit.

NOTE: While troops are training in the Academy, they are unavailable for combat. Also, there may only be one unit per level of the Academy training within the Academy at any time.
Cost:
9 GB's/level
Upkeep: 1 GB/turn

Grand Cathedral:

This large Holy monument is a center of worship for the populance. It can be a huge church or other Holy place of worship.
Result: At level 3, it attracts some well renowned priests from surrounding lands. The regent may hire one priest or paladin of the church's faith free of charge. The follower will not charge the regent for their services, and will become the High Priest of the church. At level 5, all agitate actions made within the regent's domain are made at a +5 bonus, this includes agitates aginst the regent. At level 8, the structure has become huge, and it's power great. All contest actions made by the regent are made at a +5 bonus. Plus, the province which contains the structure will never become rebellious, unless destroyed. Only one Cathedral is allowed per domain.
Cost: 9 GB's/level
Upkeep: 1 GB/turn

Labyrinth:

This is a large network of underground tunnels and mazes that houses some of the most sinister thugs, thieves, and assassians.
Result: At level 3, it starts attracting flocks of thieves to it's den. The regent may hire one thief as a lieutenant free of charge. The thief will not charge for his services and he will be the head of the network. At level 5, the regent gains one free espionage action per turn. This espionage action is exactly like the one in the rule book, and may be used to do anything a normal espionage is capable of. At level 8, the laybrinth has grown to a sizeable network. It's influence has grown, so all espionage attempts by the regent are made at a +5 bonus. Also, the labyrinth provides the regent with 2 GB's income per turn.
Cost: 9 GB's/level (cost a lot to dig tunnels)
Upkeep: Counts as one holding. Each domain is limited to one labryinth.

Halls of Justice:

This is a huge court, and university of law.
Result: At level 3, the regent may ignore one level of change in loyalty within the province the structure is in (just like having a law holding). Also, it treats the regent's law holding within the province as if it were one level higher than it is to a maximum of the level of the province (Used when taxing, etc). If the regent has no law holding within the province, then consider this structure to be a law (0) as well. At level 5, the court has grown to a good size and has caught the eye of other regents. The regent gains a +5 bonus when using diplomacy with lawful regents. If the regent has no law holding like above, then consider this a Law (1) as well. Note: No regency is gained from this. Treat this level 1 law for taxing, loyalty, etc. only. This is not actually a law holding for purposes of regency, upkeep, etc. At level 7, all attempts to contest or agitate the province or regent's holdings that contains the structure as well as any province(s) that border the province with the halls are made at -4 penalty. If the regent has no law holding within the province, then consider this a Law (2) as well. Use same restrictions as above.
Cost: 6 GB's/level
Upkeep: Counts as one holding